These are my links for January 19th through February 3rd:
- Why is the game industry using C/C++? - Good point made here. The 'core' games industry uses heavy, old-fashioned technology such as C++. Development could be a lot more agile (not in the Scrum sense per se).
- Why Game Developers Are Screwed - Rampant Coyote - Not an incredibly new insight, but it's good to keep this in mind.
- Game Studies - Defining Game Mechanics - An academic definition of game mechanics. Seems to cover a lot of bases, citation-wise.
4 Comments
The game studies article has a citation referencing Ernest Adams. The entire article is therefore void.
Hm, I just noticed a flaw in my auto-blogging settings :P
> Why is the game industry using C/C++?
I actually think there are very few good points made. Most of it boils down to “why don’t we simply just use something more awesome?” and your regular dose of typical internet sarcasm.
Many people have (understandably) an axe to grind and I am sympathetic to that, but blaming C/C++ is barking up the wrong tree.
‘Overused’, ‘wrongly used’ - I could totally relate to that.
Well, I think the risk aversion is accurate, but the article doesn’t go into the reasons for that risk aversion: the high complexity of modern game projects, and the need for high reliability AND high performance, especially on consoles.
The risk is that studios / programmers then become too C++-oriented where sometimes a more ‘modern’ language might be more effective. Especially these days, with the Internet as a distribution and execution platform, and with less complex and less performant games becoming more viable.
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