• I like C++ but then again, I am just a modder so I have no idea what it’s actually bad at since it does everything I need and it’s easy. I’m not writing whole big programs that serve a huge company or anything. Hell, I ain’t even making entire games.

    Can someone ELI5 what’s wrong with it?

  • begrudgedcarfolk@sh.itjust.works
    link
    fedilink
    arrow-up
    2
    ·
    8 days 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.

    • RunjamboJenkin@infosec.pub
      link
      fedilink
      English
      arrow-up
      0
      ·
      8 days 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.

      • Doc_Crankenstein@slrpnk.net
        link
        fedilink
        English
        arrow-up
        1
        ·
        8 days ago

        I’d say the same for the RE Engine but unfortunately they have confirmed they want to turn it into an AI-Generation Engine, so that one is sunk.

    • Barbarian@sh.itjust.works
      link
      fedilink
      arrow-up
      0
      ·
      8 days 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
        1
        ·
        8 days 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

  • red_tomato@lemmy.world
    link
    fedilink
    arrow-up
    1
    ·
    8 days 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.

        • Sonnenblume@discuss.tchncs.de
          link
          fedilink
          arrow-up
          0
          ·
          8 days ago

          If you have a constant expression like 1 + 2 in your code you can evaluate it at compile time once and avoid computing it at runtime. You can do that with control flow and much more complex language constructs in C++. If you want to know more about that look into C++ template meta programming, constexpr, and constval.

          • timochka@lemmy.zip
            link
            fedilink
            arrow-up
            0
            arrow-down
            1
            ·
            8 days ago

            Translation: “We’ve made the preprocessor a first-class language feature!”

            (jk, don’t kill me)

            • ddplf@szmer.info
              link
              fedilink
              arrow-up
              0
              ·
              8 days ago

              C++ has pretty much no compile-time checks, while Rust’s overengineered syntax allows it’s compiler to catch vast majority of your everyday errors during compilation.

              • Mr. Satan@lemmy.zip
                link
                fedilink
                English
                arrow-up
                1
                ·
                2 days ago

                It doesn’t eliminate logic bugs. I’d argue these are way more relevant in day to day programming.

  • eestileib@sh.itjust.works
    link
    fedilink
    arrow-up
    0
    ·
    7 days 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.

    • sp3ctr4l@lemmy.dbzer0.com
      link
      fedilink
      English
      arrow-up
      0
      ·
      8 days 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.

        • sp3ctr4l@lemmy.dbzer0.com
          link
          fedilink
          English
          arrow-up
          0
          arrow-down
          1
          ·
          6 days ago

          Let me know how many LLMs you can run locally without multiple entire suites of python libraries.

          Muchless train an LLM.

          Yeah, load bearing ‘wrappers’.