AAA game developers only moved from Assembly to C, Pascal when forced to do it.
A few years after they moved from C to C++ when the SDKs started to be C++ only.
Similarly they will only move from C++ when forced to do so, and they only major complaint is related to build times.
I bet most are willing to wait until C++20 for modules than switching to another language, even if some studios manage to have some hits developed in safer languages.
Very good point here The outlook of gamedevs to new tooling tends to be pessimistic because so little is actually geared towards what they work on, or want to work on.
On the other hand, Web and mobile games have lived with the consequences of a managed runtime for many years now. There are limits in how much processing power is available there, but it ultimately just diverts developer attention towards other things like a more robust backend, faster turnarounds, and other general workflow improvements independent of scene fidelity.
AAA game developers only moved from Assembly to C, Pascal when forced to do it.
A few years after they moved from C to C++ when the SDKs started to be C++ only.
Similarly they will only move from C++ when forced to do so, and they only major complaint is related to build times.
I bet most are willing to wait until C++20 for modules than switching to another language, even if some studios manage to have some hits developed in safer languages.