I’ve been keeping an eye on bevy, it looks really cool. I’ll probably make something with it one day when their ECS gets support for entity relationships (which appears to be in the pipeline). A really cool project though, basically looks like everything I’ve wanted out of a C++ engine which I can’t really use due to build system mixing.
Was that “The C Programming Language”? I learned C from that after a bit of C++ and it made everything make so much sense. C is refreshingly simple.
I’ve heard templates are a thing of note when it comes to complications but not sure
It’s funny because that is the one feature I really wish C had, I can live without member functions but templates or even a good generics system would be great. I did some C# with MonoGame and FNA. Language has gotten better as of late but idk about performance, way better than VB.
Yeah I meant for that to be a bit inflammatory. I actually don’t mind python apart from the execution speed, but the indentation I find makes it more difficult to read stuff that is extremely nested. I use it mostly for creating plots and basic stuff for my science degree but for any serious project I wouldn’t consider it
Yeah I’m not too concerned about the ECS stuff, since the library I’m using has a rust binding which is semi-official. From what I’ve heard about Rust in other places is that it requires a different mental model for memory management to other languages. So I’m more concerned about using Vulkan with it (there are quite a few libraries for it already though so it won’t be impossible). I guess I can’t really know until I give it a go though, I might try and port one of my smaller projects over first to see how I like it.
What sucks is I’ve been working on this hobby project for nearly 4 years now. It started in C#, moved to C, now C++. It’s at the stage where a lot of basic functionality has been implemented, with the largest component, the Vulkan based renderer being maybe 1/4 implemented. The core game stuff is ECS based and flecs has a rust binding so migrating that will be easy. Renderer will just become even further from completion. I’m worried that there will be new problems that are maybe more inhibiting, but this is meant to be a fun project and build systems aren’t fun. It’s a difficult balance and I’m not the only person involved, the other person isn’t as convinced by cargo as they haven’t spent days working on the build system
Yeah JavaScript is a bit weird, semicolons being optional and compulsory at the same time: I remember trying to build an electron example ~5yrs ago and it didn’t work unless I put in the semicolons which the developers omitted.
Python is just glorified shell scripting. Libraries like numpy are cool but I don’t like the indentation crap, I’m getting used to it because University likes it.
Disclaimer: I actually like C++ the language, I’m reasonably comfortable with it and enjoy it as an upgrade from C. I don’t use much OOP stuff as I’m writing a game using the flecs ECS. So things like abstract classes are mostly absent from my codebase.
What has been driving me up the wall the last month has been build systems and dependencies: don’t get me wrong; meson is great but the problem is not everyone uses meson. All I want to do is add some library built with cmake as a dependency without needing to rewrite the build system or install it on my OS. Apparently that is too much to ask!
I’m seriously considering dropping everything and jumping to Rust because of Cargo. Yes I’ve tried setting up conan but not having much fun since the packages are all third party and out of date anyways
Yeah. Here I am 26 days later effectively repeating the meme because I’ve started writing a project on Rust