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Is C++ really one of the fastest, most convenient languages for game software?

Discussion in 'Software Development' started by NuttyBar, Jul 21, 2012.

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  1. NuttyBar

    NuttyBar Banned Thread Starter

    Jun 29, 2012
    From what I can gather, C++ is(or at least has to be)one of the best programming languages in terms of speed and performance/capabilities.

    The language itself is not easy to completely understand, but in time it should weld ... but, like, really ...
    is C++ itself to be preferred for game software development entirely over all other language competitors(Java, C#, etc.)?

    C++ supposedly performs faster because it compiles to object code from a compiler(or am I wrong here?), and Java compiles to bytecode from an interpreter.

    But can't Java compile to object code using a compiler? Wouldn't that make Java the same as C++, at least in terms of source code execution?

    I'm not too certain on this.

    Also, in the sense of implementing scripts alongside C++ code/library code, are scripting languages really an aid in programming, or are they just something that some prefer in such a programming system?

    I'm not too fond of the idea of "scripts", but do they really have any useful advantages?
  2. allnodcoms


    Jun 30, 2007
    Assembler is the fastest and most capable way to speak directly to the hardware in the only language it actually understands. But it's not everyone's cup of tea.
    If you are talking about desktop games for a Windoze PC then it used to be (back in the day when I worked on PC games - a long time ago). If you want to talk to the hardware in a higher level language then you need to go with the one supported by the API developers. This used to be C++ but may well have changed since DX6.
    Yes, you can compile java to object code, but that defeats the point of java (if there is a point to java).
    Scripting languages, such as LUA, are often used in games (in particular) for a very good reason. If you are developing an RPG, for example, and want to introduce a new kind of enemy, if that enemy's behaviour is held on file in a separate script then you don't need to rewrite large clumps of your finished and working logic to fit it in. Your sprites / 3D models and general attributes of the new character can all be loaded straight in at run time without having to recompile. Easy really...

  3. DoubleHelix

    DoubleHelix Banned

    Dec 9, 2004
    allnodcoms, the poster has been banned. They weren't interested in discourse, just arguments.
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