C++'s lack of finally didn't do any favors for exception handling's popularity, either. (Has "finally" finally been added?)

 Just noting: exceptions are rarely used in gamedev.
Also I agree with Bjarne RIAA is preferable to finally in the C++ context, finally makes more sense in a language with GC for dealing with none memory resources.

You say the industry isn't likely to produce its own tools. While I'm in no position to disagree, I am surprised to hear that since the industry is known to produce some of its own middleware. EA is said to have a fairly sophisticated in-house UI authoring system, and of course they have Frostbite. Various studios have developed in-house engines, and many of the big-name ones (ex, Unreal Engine, Source, CryEngine) started out as in-house projects.

Would you say those are more exceptional cases, or did you mean something more specific by "tools"?

Yeah I should clarify. I'm not really speaking of middleware or engines; gamedev produces plenty of that, but always in bog standard C or C++. What I don't see, is the game industry producing a programming language that would be adopted outside of the company that produced it. Or assisting in the development of an existing one. Despite their being (guessing here) tens of thousands of professional C++ game developers, are any of them attending ISO C++ meetings? I doubt it. If a game studio does produce anything resembling a language/associated tools it would very like proprietary.

-Take Epic, they created Unreal script(barf), nobody else uses it. Epic has abandoned it in UE4. -Naughty Dog, they had a custom lisp based development at one point, nobody else used it, I believe they now use Racket to generate C++


That is some *crazy*, impressive, *herculean*-effort stuff. CLEARLY, significant parts of the game industry genuinely understand the importance of investments into technology. And yet...all the complaining they do about C++ and they *still* won't write the language they want?

Some of this comes from the proprietary tooling they end up using on each platform. It is supplied by the platform owner. Language wise, you get a C++ compiler, and not necessary a very good one.

 Making a clean replacement for C++ isn't really enough.
Any C++ replacement has to interop well with C++ because of the existing mountain of C++ based middleware, libraries, and engines.

Several *years* ago, I was under the impression that problem had finally been changing? Is that not so?

My experience is that is has changed for the better. I'm in the Western US though, and Manu is (I believe) in Australia. If a studio tried to make me crunch extra hours without pay I'd just refuse, finding a different job isn't that hard /shrug.

I switched to web development, where I work roughly 9-5 for a good
salary, and I never looked back.

The state of California passed laws after the EA spouse case, so if you work in California or for a CA based company they cannot legally make you work more than 40 hrs/week. Scummy places may try to get more hours out of you by applying peer pressure or some such crap, but they cannot legally do so-

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