> What do you have in mind for instance?
Well I had to do a little dashboard application and the interfacing from C++ to QML was... laborious, to say the least. It was quite hard to find the right magic words to do seemingly simple things like getting a list of dropdown items over to QML. If you don't have to work with Qt containers most of the time, I figure you have good abstractions in place. (So you're not working directly with Qt after all?) I wanted to do that too, but my employer wasn't happy with me not using enough QStrings and QStringLists and what not.
> Even in video games, could you cite more than five big AAA game in the last decade that were not based on UDK, CryEngine and its variants, or Unity3D?
I don't play many games, and if AAA means "graphically impressive but possibly not a conceptual innovation", then my answer would be "no". I would be hard pressed to quote 5 AAA games at all. (I sometimes play FIFA on a friend's PS3 (yes it's dull), and here we have the first exception. Whatever)
However I happen to "know" that many Indie game developers prefer to control their own codebase, that they know in and out, and that they can cut and trim and slice and dice, to try out new ideas. (This includes more commonly known titles like Super Meat Boy, Braid, The Witness).
> keep reinventing game loops
Why should I not "reinvent" a game loop? It's a trivial thing to do. No big deal. I'd rather do it myself than starting with a big preconceived framework that starts with words like "Awake", "OnEnable", "OnLevelWasLoaded", "OnApplicationPause" (What's a level? Why would I have such a thing?).
> I feel like we're living in a parallel world.
I would like my applications to last much longer than 6 years. And I would really be surprised if there were not more problems. Regarding CMake, I wasted >20h in multiple attempts fighting an existing CMake build system including a tangled mess of CMake scripts. It's really hard to understand and maintain. The documentation is not good, it doesn't try to teach you the underlying conceptual models. I then decided to just put my build description in a python file and generate the build system myself. 3h until it first worked, very little maintenance afterwards. Plus, I now have the flexibility to easily add more facets as the system evolves, and to easily derive other useful dev tools from the python structures. (Small downside, would possibly have to write more build system generators if there were multiple supported platforms. But while CMake makes some of this a no-brainer, it's almost never just "now compile for this other platform", and other aspects to porting get relatively harder with CMake).