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Haven't many tried, and failed, to compete with C++ when it comes to gaming?


Very few have tried to compete in that exact field actually. This is what makes Rust so attractive.


From my experience, its usually mix of different languages. What ships in the final build might be C/C++ with Lua, custom script + some other custom text formats.

Just an example.

Then there is Unity, and plethora of frameworks where you write in some language and then it gets translated into another and there are just too many variations.

There are still games shipped done in Borland Pascal for that matter :)


He explains his reasoning quite well at the beginning of this video:

https://www.youtube.com/watch?v=TH9VCN6UkyQ


That is entirely irrelevant.

Improvements can always be made on man-made things like C++, even if improvements aren't always obvious at first.

You miss 100% of the shots you don't take!


You miss 100% of the shots you don't take!

Tangentially, I hate this phrase. It ignores the fact that there's an opportunity cost to missed shots. If you're imagining the metaphor of a ball game, it's possession (and thus time and position). If you imagine the metaphor of a gun, it's your limited supply of bullets. This exhortation has an implicit assumption of endless resources, which are typically not available in the real world. Of course there are times you should risk things on an uncertain outcome, and be willing to move on to the next opportunity - trying to hold on to a declining situation is often motivated by a sunk-costs fallacy.

But I've heard the 'miss shots you don't take' thing proffered too many times as an excuse for ego-driven, risk-indifferent, and resource-wasting decisions and I'm pretty tired of it. There is a certain sort of person (but I don't men you, parent poster) who comes into a situation, fucks everything up, and then sails off with the excuse of what a bold, visionary risk-taker they are, blaming any obvious failures on the timidity of the team/colleagues. An excess reliance on sports metaphors has become a huge red flag for me in picking the people I work with.


> It ignores the fact that there's an opportunity cost to missed shots.

For the record, Blow has said that he's making the language primarily for his own use. I expect that most of the games he makes in the future will be written in this language.


Yeah, I didn't mean it in the context of this particular discussion - I'm sure Blow knows what he's doing, and there's nothing wrong with trying to go past C++. I dont' disagree with the poster I replied to either - I was just venting my irritation at this increasingly popular but frequently empty truism.

Now if you'll excuse me, I have some kids that I need to eject from my lawn :-)


As a C++ fan in the C vs C++ discussions, I remember the days it was despised by game developers...


Just because they use it doesn't mean it's not still despised :)

Until very recently C++ has been the best tool for the job (or more usually C++ and Lua or other scripting language).


What I meant is that I already went through three generations:

- Proprer games are written in Assembly, while AMOS, Turbo Pascal, C, GFA Basic, Turbo BASIC are for wannabe game developers

- Proper games are written in C, Turbo Pascal, AMOS with some Assembly while C++ is too bloated.

- C++ with some Assembly is the proper way, while Java, C#, Go, ... are too bloated.

So it is always kind of interesting to see what the current generation says.




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