Doomed_Daniel,
@Doomed_Daniel@mastodon.gamedev.place avatar

Random realization while hacking on dhewm3 (Doom3 source port), which so far sticks to C++98: When the Doom3 source was released in 2011, the C++98 standard was about as old as the C++11 standard is now.

Doomed_Daniel,
@Doomed_Daniel@mastodon.gamedev.place avatar

Best argument for C++98:
It doesn't have auto
🔥 🔥 🔥

steve,
@steve@discuss.systems avatar

@Doomed_Daniel Welcome to the war on cars.

Doomed_Daniel,
@Doomed_Daniel@mastodon.gamedev.place avatar

@steve
oh shit, this might get me expatriated from Germany

steve,
@steve@discuss.systems avatar

@Doomed_Daniel
C++11 haters Lisp haters
🤝
War on cars

Doomed_Daniel,
@Doomed_Daniel@mastodon.gamedev.place avatar

@steve
I don't even hate C++11, I just hate how many people write code with it.

Even auto can be useful, but modern C++ users just vomit it all over the codebase to save writing some chars.. or sometimes not even that (just saw "auto x = Blah(42);", which could just be "Blah x(42);" :-D)

SnoopJ,
@SnoopJ@hachyderm.io avatar

@Doomed_Daniel @steve I feel similarly about it. I am not fundamentally opposed to it (particularly in loops), but it is an attractive nuisance and many programmers will happily drown themselves in that in-ground pool. Same as it ever was with C++, I guess.

I also have a hyper-specific grievance with auto because SWIG does not really support it, but I have been Mandated™ to use SWIG to generate bindings to an auto-happy codebase. "Okey doke, dozens of SWIG coming right up, boss!"

Doomed_Daniel, (edited )
@Doomed_Daniel@mastodon.gamedev.place avatar

@SnoopJ @steve

oh god, that's hilarious: "look, with auto I can almost pretend that C++ is dynamically typed, just like python!" - "yes, and it makes binding it to actual python a total PITA, isn't that great! ... please stay away from computers."

(I think auto is mainly useful to bind lambdas, and maybe if you have to use overly long types that are unreadable anyway, like whatever it is that std::map::find() returns)

TTimo,
@TTimo@mastodon.social avatar

@Doomed_Daniel the bulk of the stuff was written 02-04 though.

TTimo,
@TTimo@mastodon.social avatar

@Doomed_Daniel I don't remember much discussion about C++ standards, I feel like that stuff really took off after C++11. It was more about the supported features in MSVC and the overlap with gcc.

Doomed_Daniel,
@Doomed_Daniel@mastodon.gamedev.place avatar

@TTimo
Yeah sure, Doom3 using C++98 (or whatever the relevant MSVC and GCC versions supported) is not unexpected at all :)

I'm more surprised that I stuck to C++98 for so long (and also, wow time flies, Doom3 source release doesn't feel like >12 years ago!) - but then again, the changes I did so far didn't really need C++11 features, so why not..
Now I'm considering integrating Dear ImGui (or actually doing it in a branch, not sure yet if I'll merge it), which uses C++11

Doomed_Daniel,
@Doomed_Daniel@mastodon.gamedev.place avatar

@TTimo But I fear that if I start requiring C++11 people using weird platforms start complaining (I just made it build on OSX 10.5 for PPC again when someone reported that the build was broken - that's GCC 4.2 land, certainly no C++11 features there..).
Might be similar for AROS (though I have the impression that no one tried to build it for AROS after someone did the initial port in 2016-17)

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