I work in the game industry so I'm familiar with this type of mindset. Not everyone in my industry is like this, but unfortunately many are(I avoid working with them).

He doesn't understand metaprogramming and so dismisses it. He also assumes C++ is all about Java style OOP, when modern style is wildly different from Java.

And yes the game industry will likely *never* produce its own language or tools. Why? Because it is very short-term goal oriented, focusing almost entirely on the current project with little thought for long term growth. Most companies are relatively small, and even large ones like EA are very fragmented(although EA did produce its own version of the STL).

Basically, this guy is a *rendering engineer*, likely good at math and algorithms, but not so hot with design.



For years I avoided C++ templates (even though I implemented them in DMC++) because they were just so dang hard to read. D originally was not going to have templates for that reason.

But I eventually discovered that hiding behind the complexity of C++ templates was a very simple idea - templates are just functions with compile time rather than run time arguments. (Isn't it amazing that I could implement C++ without figuring this out? I still don't understand that.) That was the enabling breakthrough for D templates.

In fact, templates engender such an "OMG! Templates! I don't get Templates!" aura about them that I convinced Andrei to not even use the word "template" in his book about D!

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