• eestileib@sh.itjust.works
    link
    fedilink
    arrow-up
    6
    ·
    2 hours ago

    I got paid good money to write C++ for several years.

    It is a shit language, and people love it for the same reason that they love being in a fraternity with hazing rituals.

  • Wirlocke@lemmy.blahaj.zone
    link
    fedilink
    arrow-up
    20
    ·
    4 hours ago

    I love C++ as a god defying monument of backward compatibility. You can go through the versions like an archeologist looking through layers of rock to see what the trends of that time were. There’s not only one way to do the thing you want, but several, too many ways, and no one can stop you from frankensteining pieces together that were never meant to be.

    If C is meant to be a basic toolbox, C++ is your dad’s disorganized tool cabinet he keeps in the garage. Overflowing with barely used, highly specific, and redundant tools.

  • lessthanluigi@lemmy.sdf.org
    link
    fedilink
    arrow-up
    3
    ·
    3 hours ago

    Anon is my C language programming college professor. He was also a linux evangelist, and got me to start daily driving/dualbooting linux.

    • Dreamcatcher@lemmy.zip
      link
      fedilink
      English
      arrow-up
      3
      arrow-down
      2
      ·
      3 hours ago

      This is why we should only use Python. :)

      So great for programming, with no downsides. Why hasn’t anyone thought of this before?

      I’m a genius, i know.

  • begrudgedcarfolk@sh.itjust.works
    link
    fedilink
    arrow-up
    72
    ·
    15 hours ago

    It’s kind of sad that so many big studios have abandoned their proprietary engines to adopt unreal engine 5. What’s going to happen when Epic starts to turn the screws because they feel like they aren’t making enough money? All these big studios won’t have any staff left that knows how to build graphical engines. Honestly, at least it would make sense if they have up on their engines and started using Godot. At least they wouldn’t be bound to Epic’s bullshit.

    • AnimalsDream@slrpnk.net
      link
      fedilink
      English
      arrow-up
      3
      ·
      2 hours ago

      I wish there was a game dev group like Motion Twin (ie., nonconventional anti-hierarchical organization), who relied and supported open standards only, and kept at least the engine portions of their games open-source.

    • RunjamboJenkin@infosec.pub
      link
      fedilink
      English
      arrow-up
      3
      ·
      7 hours ago

      That’s why we always stan on studios like Remedy. They use their own engine, and pretty much everything they produce is stellar IMO.

    • Barbarian@sh.itjust.works
      link
      fedilink
      arrow-up
      40
      ·
      15 hours ago

      At a conceptual level, it makes 100% sense that companies are moving away from bespoke engines and towards a standardized engine. This is something you see in many different industries. Spending a whole bunch of money and effort when 95% of your requirements are the same as everyone else is a bit silly.

      However, you’re completely right that there’s the same danger as in other industries where the ‘boring software infrastructure’ gets standardized and outsourced: a niche monopoly able to exploit their position. What tends to happen in the long run is an open source project for that infrastructure run by an NGO with the industry members (in this case AAA game companies) on the board of directors.

      • Sonotsugipaa@lemmy.dbzer0.com
        link
        fedilink
        English
        arrow-up
        3
        ·
        7 hours ago

        Even disregarding the long-term problems, I fear for the days when every single game looks the same because their developers decide that UE5 knows best and that there’s no way photorealism gets in the way of artistic direction

        … hell, even in stylized UE5 games, I don’t know how or why but I can feel the UE5ness

      • mnemonicmonkeys@sh.itjust.works
        link
        fedilink
        English
        arrow-up
        3
        ·
        8 hours ago

        A lot of these developers would be better off in the long run working in Godot and submitting PR’s for fixes and updates that they need

      • sp3ctr4l@lemmy.dbzer0.com
        link
        fedilink
        English
        arrow-up
        6
        ·
        edit-2
        10 hours ago

        What tends to happen in the long run is an open source project for that infrastructure run by an NGO with the industry members (in this case AAA game companies) on the board of directors.

        So, O3D, basically. Formerly basically Lumberyard, one of the branches of CryEngine, that Amazon bought, then gave up on actually making work, then open sourced it, but still basically runs the NGO/NonProfit that technically runs it.

        As opposed to the other branch that StarCitizen/RSI is… “developing”… or just the main branch that CryTek still owns and does liscense out.

        But yeah we still currently have Godot that is opensource and run by an NGO/NonProfit that at least currently doesnt seem to be totally dominated by corpo spending/influence.

        And it only makes conceptual sense to adopt a 3rd party AAA engine as an industry standard if youre financially fucked as a publisher/game studio. Its basically the same thing as a company being bought out by private equity; the only thing that can happen from that point is squeezing the last bit of juice out of whatever is left.

        Because when there’s a monopolistic game engine, well it just colludes with monopolistic hardware.

        Then nobody in the bottom 90% can afford the ‘AAA’ experience, because prices are too high, because the engine doesn’t need to be optimized, because that would decrease monopolistic rents on the hardware, which also doesn’t need to be optimized.

        So that market and production model cannibalizes itself.

    • Jyek@sh.itjust.works
      link
      fedilink
      arrow-up
      1
      ·
      7 hours ago

      Luckily games that have functions or features that are not present in UE5 or some other publicly accessible engine, still have to add those features to the engine to make use of them. This applies to lots of games and developers. The art of building an engine still is necessary for many developers, even those using UE5 or Unity. So worst case scenario, they have to switch to an inhouse engine development cycle and spend that much more time and money building an engine that makes them nothing in return on the hope that the engine they make, will save them substantial development the across future titles.

    • warm@kbin.earth
      link
      fedilink
      arrow-up
      11
      arrow-down
      1
      ·
      15 hours ago

      It comes down to money. Studios dont want to spend the time and money anymore. People will buy whatever garbage they put out anyway. It can be shitty UE5 at 30fps, people have no standards anymore.

  • xep@discuss.online
    link
    fedilink
    English
    arrow-up
    36
    ·
    14 hours ago

    The point of C++ isn’t optimization, rather it is that one only pays for what one uses. Experience in C++ leads to using only the features of C++ that are appropriate and conscientiously eschewing the rest.

  • red_tomato@lemmy.world
    link
    fedilink
    arrow-up
    107
    arrow-down
    2
    ·
    19 hours ago

    The whole point of C++ is to graft Object Oriented Programming into C like some Frankenstein’s monster because OOP was the big hype.

    C++ being performant is mostly a side effect of it being based on a language created when programs were still punched into paper cards.

    • zurohki@aussie.zone
      link
      fedilink
      English
      arrow-up
      57
      ·
      16 hours ago

      You’d write the code in something else and then be like

      import 3dengine
      3dengine.run()
      
      • whimsy@lemmy.zip
        link
        fedilink
        English
        arrow-up
        24
        ·
        16 hours ago

        Aah yes, the entire numerical python stack being carried on Fortran and C’s shoulders

        • Whelks_chance@lemmy.world
          link
          fedilink
          arrow-up
          12
          ·
          14 hours ago

          The tutorials and walkthrough guides for all of that stuff are infuriating.

          What do you mean I just import and run “unbelievably_specific_tool” and run it? How am I supposed to do anything other than process this example data with that?

          • qaz@lemmy.world
            link
            fedilink
            English
            arrow-up
            1
            ·
            3 hours ago

            Exactly, coming from Java it was such a big difference. Previously I could click on any class or method and view the implementation, with Python, suddenly everything was a convoluted jungle of methods popping into existence during runtime or being loaded from some opaque binary.

      • mycodesucks@lemmy.world
        link
        fedilink
        arrow-up
        16
        arrow-down
        1
        ·
        15 hours ago

        Not enough. It’s why they all need so many fucking resources and why you need to spend $1500 on a video card for a game that could run on a 15 year old GeForce if the developers put any effort into optimizing anything.

        • klankin@piefed.ca
          link
          fedilink
          English
          arrow-up
          3
          arrow-down
          1
          ·
          9 hours ago

          Expecting even a medium to large team to waste resources on essentially reinventing the wheel would probably result in shittier games, IMO.

          And with their new engine no one is stopping them from adding dlss the entire way, so performance never once has to be a consideration (minus on their test rig of 2 5090s, 128GB of ddr5, and the latest threadripper of course).

    • sp3ctr4l@lemmy.dbzer0.com
      link
      fedilink
      English
      arrow-up
      3
      arrow-down
      5
      ·
      11 hours ago

      You know the majority of LLM stacks are in python, right?

      We already live in that world, basically.

      Python LLM training produces models that are then refined into things that 3D engines plug into to do AI upscaling and framegen, and then different python trained LLM models use more python to interface with MCPs to write more slop extensions and frameworks in/for game engines, and other programs.

      Still different python derived LLMs do image/facial/3d object recognition, get plugged into moar python, and then produce models… often for game engines.

      Its nearly literally an ouroboros.

  • DupaCycki@lemmy.world
    link
    fedilink
    arrow-up
    11
    arrow-down
    6
    ·
    18 hours ago

    You’d be surprised how few game devs actually touch any code. It’s not just artists or designers. Even the ‘programmers’ increasingly rely on visual tools instead of coding.