A taco is a sandwich, as is fried chicken and mozerella sticks.
A taco is a sandwich, as is fried chicken and mozerella sticks.
- Multiple types for fucking everything
- lack of easy API, ie: std::find vs. .contains, etc
- verbose in places it shouldn't be, succinct in places it shouldn't be
- Performance benefits neglagiable
- Foot guns everywhere
C# has it's issues too, but I'm so much more productive in it.
- 8 minute compile time turnarounds vs 2 seconds
- cryptic as fuck error messages
- undebuggable types
- linker issues
- copy by default
- cryptic syntax (though c# headed this way)
- have to write much more code for same transformation
- how many string classes do you need already?
Except for like the 10,000 other things that makes C++ horrible to work in compared to C#. Seriously, C# without memory management is still so much better.
Congratulations- I remember playing it for the (was it 2?) days I worked on it and really liking it.
"All of them"
Soon AI will be able to play these games too, providing an infinite audience for an infinite number or mediocre experiences. Finally the 'most content is mid and doesn't get played' problem will be solved.
If only it was possible to, I don't know, write some kind of abstraction layer so you could write shaders and have them compile into different render pipelines without everything breaking. Nah, impossible, as Unity would say.
Been writing C++ pretty much every day for the last year, and it's even worse than when I stropped writing it 10 years ago. So much unnecissarily boilerplate and footguns at every turn, compile times, header files, shitty error messages, etc. I hates it.
Just to start off over here:
youtu.be/NAVbI1HIzCE
youtu.be/94tymx973PQ