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by jdw64
7 days ago
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There are so many standards and idioms that it gets confusing. There are still legacy codebases out there — some codebase still use C++98 as their standard, others use C++11... And with Unreal Engine, the modern C++ standard is C++14, right? There are things like smart pointers, but some places don't even use them. I feel like there are just too many features. When I saw template metaprogramming — that new feature — I realized I have no talent for C++. |
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Then I design the thing I want to build. I always design what I want to build beforehand. This takes a couple of iterations from high level to low-ish level. That last design becomes a bit language dependent. Then I select some of the core tools that I'm going to use (which kind of pointers, classes or structs, etc.)
With that design in mind, I go "library shopping" both for file formats (if any) or other stuff like vectors, etc.
Armed with the reference docs of these, I write my code with the toolbelt I have built for the project.
Some things are hard, but they are not impossible. I find thinking like compiler helps a lot.