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#51
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| "Nathan Mates" <nathan@visi.com> wrote in message news:3faec40d$0$41289$a1866201@newsreader.visi.com ... > In article <MPG.1a185fa3ee6ca8c098970d@news.verizon.net>, > Yes, Pandemic Studios uses C/C++ at the core of all our games, and > every programmer on the team I work on writes C++. [Can't speak for > the other teams.] We do use some scripting languages like Lua for > items, but even those that use it also do the C++ callbacks and the > like. > > Only some developers like Naughty Dog (Crash Bandicoot series, Jak > & Daxter) that make it an official company policy to use another > language like Lisp. That's why I usually say 95+% of professional > games development is in C/C++; I leave in a tiny bit of room for the > few companies that deviate from the norm. What about the next generation of consoles? Have you thought about the tools you will be using for them already? I read that the PS3 and Xbox2 will have pretty cool hardware (at this time), but I understand that the market will demand equally cool games at least graphically speaking. |
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#52
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| In article <bop1s2$90q$1@news4.tilbu1.nb.home.nl>, Servé Lau <i@bleat.nospam.com> wrote: >> Only some developers like Naughty Dog (Crash Bandicoot series, Jak >> & Daxter) that make it an official company policy to use another >> language like Lisp. That's why I usually say 95+% of professional >> games development is in C/C++; I leave in a tiny bit of room for the >> few companies that deviate from the norm. >What about the next generation of consoles? Have you thought about >the tools you will be using for them already? As to programming languages on the next systems, you can bet there'll be a C/C++ compiler for them right off the bat. Every popular chip in the world already has a C/C++ compiler, and for future designs, free compilers like gcc are designed to favor retargetability to new CPU designs over being the best compiler on any one target. Even if the first revisions of the compiler only produce mediocre code, that's still better than having no compiler. The closer the chip is to a mature CPU family, the better the compilers will be from the beginning. [See: XBox, which just used MS Developer Studio] With 95+% of developers demanding C/C++ from day one, you can bet the console makers will cater to that crowd to have a compiler available from the beginning. (This is where the following the herd mentality pays off-- you're going down a well-troden path, not forging your own). Boutique languages will not get anywhere near the same level of support from console makers, period. >I read that the PS3 and Xbox2 will have pretty cool hardware (at this time), >but I understand that the market will demand equally cool games at least >graphically speaking. I'd say that 90+% of the graphical look comes from (1) the skills of the artists in question, and (2) the hardware. The programming languages involved have very little to do with the look; it's more of an optimization problem where the engine needs to be a minimal wrapper over the hardware and not get in the way. C/C++ is the best at getting out of the way once again, not some pet language loved for its theoretical abilities. Nathan Mates -- <*> Nathan Mates - personal webpage http://www.visi.com/~nathan/ # Programmer at Pandemic Studios -- http://www.pandemicstudios.com/ # NOT speaking for Pandemic Studios. "Care not what the neighbors # think. What are the facts, and to how many decimal places?" -R.A. Heinlein |
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#53
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| "Brandon J. Van Every" <try_vanevery_at_mycompanyname@yahoo.com> brightened my day with his incisive wit when in news:bojtql$1f45ri$2@ID-207230.news.uni-berlin.de he conjectured that: > Servé Lau wrote: >> "Erik Max Francis" <max@alcyone.com> wrote in message >>> and only mentioned "C++" on his resume in 1994 -- a >>> curious point, by the way, since his resume indicates his first (and >>> only) software engineering position was in 1996! >> >> ah, ok sorry > > Yes, I have only worked for someone else for 2 years. I have spent > the vast majority of my life attempting to write all my own code from > scratch Which I daresay is why you can't get a job as a programmer. You can't build using building blocks : you like to mix your own cement. |
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#54
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| Erik Max Francis <max@alcyone.com> wrote in message news:<3FAD7E54.C8FA1F40@alcyone.com>... > The Silicon Valley, where I live, was hardest hit by the dot com bubble > popping, and I haven't had any trouble at all finding a job -- in fact > I'm working two contracts at the moment (one full time, one part time). Geez, I think it has to do with where you live. I grew up in SV, but now live in Colorado (I couldn't afford to live in Silicon Valley--too expensive). I was out of work for seven months when the bubble burst (and my employer went under). Everyone I knew was just thankful they still had a job. Another friend lost his job (RIF) and was out of work for about six months too. Nothing wrong with his skills (AAMOF, he was Lead Programmer on two commercial games), there just wasn't any work to be had. He now works at EA, but he had to move to LA to get the job (he hates LA, but needed a job). > Everyone I've talked to is pretty much in agreement: The people with > very little experience that were promoted way too fast (simply because > during the bubble companies found it impossible to fill their positions > with qualified applicants) are the ones that are having trouble finding > jobs doing what they were inappropriately promoted to do. That isn't > exactly unfair; that's life. Well, this isn't always the case. Living in SV, there just may be a lot more work to be had. Yes, inappropriately promoted people will struggle to find comperable work nowadays, as they should. But just because you are out of work doesn't mean you're an idiot. |
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