- 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--