- RAII makes most sense if you have exceptions.
  RAII is orthogonal to exceptions, so his claim is nonsense.

- He does not want to write new classes to manage resources (not only memory, but shaders etc).

I manage all resources using RAII, it did not require me to write a new RAII class for each resource type. I suspect he thinks that to implement RAII for a Mesh class you would need to create constructor/copy constructor/destructor. This is not how it is actually done. Instead the vertices/indices wrapped by an RAII template type.

You can see on one slide he attempts to use std::unique_ptr<> but his syntax is completely wrong, a good indication he doesn't actually have any clue how this stuff works.

- Writing useful classes in C++ => tedious boilerplate.
I saw his claim, but again it is nonsense. In C++ we rarely if ever manually write copy constructor/move constructor/destructor. These are auto generated 99% of the time. His claim comes out of ignorance of how to properly use C++.


He might not say it explicitly, but he seemed to assume people to hold those views. So that probably means he usually works with people who code in the same patterns.

I've worked with people who think exactly like him. They are generally somewhat older, and started programming games in the 80/90's. I was not impressed by the coding ability of the individuals I met who had this mentality.


If he updated his toolbox he might not have spent 5 years working on his latest game--


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