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Show HN: Crown – A flexible game engine written from scratch in C++

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Re: Show HN: Crown – A flexible game engine written from scratch in C++

#21
post #8

It's a lost cause: there's no such thing as "sane" or "orthodox" C++. Instead, use something actually sane like Go. Or Rust, if you really must (first bad pun is free, then it's 50 cents each).

This comment is so asinine, it's depressing it's at the top of the comment section right now. Why can't you just be nice?

Anyways, C++ is much easier to manage than any GC language for a real time application such as this. And your Rust "pun" is a rhyme.

Re: Show HN: Crown – A flexible game engine written from scratch in C++

#22
post #8

It's a lost cause: there's no such thing as "sane" or "orthodox" C++. Instead, use something actually sane like Go. Or Rust, if you really must (first bad pun is free, then it's 50 cents each).

Fabien Sanglard and John Carmack definitely disagree with you on this regard:

http://fabiensanglard.net/doom3/index.php http://fabiensanglard.net/doom3/interviews.php#qc++

Re: Show HN: Crown – A flexible game engine written from scratch in C++

#23

New hobbyist engines pop up from time to time and then they fade into memory. Why is this going to be different? Not to be too grumpy but game engines are a weird thing cause they are such complex beasts and usually the people using them have invested a lot of time in learning them. It's fun to make a new engine, but it probably doesn't have the community nor interest to cover the hard 10 to 20% that inevitably come…

Do features or concepts kicked around in the "hobbyist" engines ever influence or inform the mainstream engines?

These are features and concepts kicked around by mainstream engines. In fact, this work is inspired by Bitsquid/Stingray.

Re: Show HN: Crown – A flexible game engine written from scratch in C++

#25
post #8

It's a lost cause: there's no such thing as "sane" or "orthodox" C++. Instead, use something actually sane like Go. Or Rust, if you really must (first bad pun is free, then it's 50 cents each).

sane like Go

Yet Go uses the oh-so-error-prone return value error checking that has been so successful in C :/

Re: Show HN: Crown – A flexible game engine written from scratch in C++

#26
post #8

It's a lost cause: there's no such thing as "sane" or "orthodox" C++. Instead, use something actually sane like Go. Or Rust, if you really must (first bad pun is free, then it's 50 cents each).

Go is a bad choice for game with its unavoidable GC. And Rust is simply too complicated for a person wanting sane C++. D or Nim (or even C!) would make more sense.

Is there not a point where GC overhead becomes negligible? There have been production examples of Go maintaining sub-millisecond GC pauses with a multi-GB heap under a server workload. https://twitter.com/brianhatfield/status/804355831080751104

Surely there are better reasons to disregard Go for gamedev by now.

Re: Show HN: Crown – A flexible game engine written from scratch in C++

#27
post #26

Earlier quoted context omitted.

Go is a bad choice for game with its unavoidable GC. And Rust is simply too complicated for a person wanting sane C++. D or Nim (or even C!) would make more sense.

Is there not a point where GC overhead becomes negligible? There have been production examples of Go maintaining sub-millisecond GC pauses with a multi-GB heap under a server workload. https://twitter.com/brianhatfield/status/804355831080751104 Surely there are better reasons to disregard Go for gamedev by now.

I've dipped my toes into using OpenGL and Go a few times and it seems pretty nice. But I'm entry level graphics programming and so it scares me off to go further (surely someone would have used Go by now in a 3d game, if you can do Minecraft on the JVM, why not Go)?

I keep wondering if it's not possible or if there's just not a lot of overlap between Go programmers and gamedevs? Wish someone knew.

Re: Show HN: Crown – A flexible game engine written from scratch in C++

#28
Wow it seems to contain a full level editor written in vala, a language I hadn't heard of. It seems to be a high level language similar to C# but with a native compiler and some different semantics (RC instead of a tracing GC for example). Is vala widely used?

Re: Show HN: Crown – A flexible game engine written from scratch in C++

#29

Wow it seems to contain a full level editor written in vala, a language I hadn't heard of. It seems to be a high level language similar to C# but with a native compiler and some different semantics (RC instead of a tracing GC for example). Is vala widely used?

Its really only used for gtk3 apps. I think it was created with that in mind by the gnome team

Re: Show HN: Crown – A flexible game engine written from scratch in C++

#30

Earlier quoted context omitted.

Yeah, I'd like to know why you'd still use C++ at all if you find Orthodox C++ appealing. It would seem easier to just write C. Unless I'm missing something (I probably am; don't write enough of either one to have an informed opinion, which is why I'd love to hear more about this).

RAII is incredibly attractive, especially if you disable exceptions.

Why would RAII be especially attractive if disabling exceptions?
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