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Actually a lot of games are written in c# these days since that's what most unity developers use (and the other options are even less "lean").

I'd say c or c++ is only really standard in the AAA world, most casual/mobile/indie devs use higher level languages & engines (c#/unity, haxe, as3/flash, lua/corona, etc.)




I agree, that is why I smile every time I see the discussing of language X being too slow for game development, because of GC, bounds checking or whatever one comes up with.

As I am old enough to have lived through a few programming language generations accused of the same performance issues for game development, C included.


To be fair, currently most of those tools involve low level linking to C code for performance-critical computations, no?


Actually C++, as most studios have moved away from pure C around the PS2 timeframe.

But the reason it is not always performance. Sometimes it is reusing already existing, battlefield tested proven code.

However, I can rephrase your question by replacing C with inline Assembly and we are back to the discussions I was having around 25 years ago.




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