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But rapid time-to-market is something that makes a problem hard, and there's no reason to dismiss languages that are ideal for solving such hard problems as unworthy of study.
C++ Game development
Posted Dec 10, 2005 8:22 UTC (Sat) by mvogt (guest, #34379)
Ideally, C++ can be used together with a language designed for embedding (such as Lua) for game development.
That said, games are an unusual domain, where even correctness can be less important than performance or speed-to-market.
Posted Dec 10, 2005 8:53 UTC (Sat) by dvdeug (subscriber, #10998)
Posted Dec 10, 2005 22:05 UTC (Sat) by mvogt (guest, #34379)
C++ does not put correctness second to performance, it ensures that you needn't pay for what you don't use. (Ignoring legacy C built-in arrays,) if you can guarantee array bounds will not be violated you can use the subscript operator for unchecked access; you can use the 'at' member function to get runtime checking where desirable. 'Relegating... to the library' has been the favoured C++ evolution strategy, for right or wrong. It doesn't indicate that something is less correct or important.
I will admit that C++ puts guranateed correctness second to pragmatism. Languages that don't have not been conspicuously successful in general purpose programming.
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