[jdev] Re: Windows stack

Andreas Monitzer jdev at monitzer.com
Mon Feb 19 15:25:32 CST 2007


On Feb 19, 2007, at 22:05, Daniel Noll wrote:

> Sure, so use C++ for the rendering engine, but that's still no  
> excuse for
> using C++ for all the game logic since it will add days of  
> development time
> which could be saved by using a more expressive language.  The only  
> valid
> argument against languages like Java is that garbage collection  
> still stops
> the world despite Sun claiming it doesn't. :-)

Well, as someone with much experience with mixing different languages  
in a single project (for example, my project in SoC 2006 was of that  
sort), I can assure you that it' not really worth it. I agree that C+ 
+ is ugly as sin and makes everything much more complicated than it  
has to be, but writing a bridge between two languages is just about  
as ugly (except when you can have no-custom-code bridges like between  
Ruby and Objective C, but that's not possible with C++).
Note that this does not apply for scripting languages for game logic  
(like lua), but they aren't used for the game code itself, just the  
content.

I'm still waiting for a native Ruby compiler, game programming would  
be like heaven then :)

> Think of the guy who has to maintain the code, too.  Nothing sucks  
> more than
> trying to find bugs in C++ code.  (Even C is easier...)

According to thedailywtf.com, game code doesn't need to be  
maintainable, since you write it once, ship your game, then throw it  
away and work on your next game :)

andy




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