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by flohofwoe
1162 days ago
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The other side of the medal (especially for game development), is that in the higher level parts of game code you need quick turnaround times for experimentation and tweaking, and most of that code won't even make it into the final product (so all the upfront time you spent thinking about proper architecture and ownership details is wasted up there). The traditional solution is to have different languages for different code layers (e.g. a compiled language for the low level parts, and an interpreted scripting language for the high level parts), but this comes with its own set of problems. |
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