71 karma · joined June 23, 2017
2. Modern C++ is so zero-overhead template and otherwise compile-time obsessed language. Yes it can be productive, somewhat safer than C, but the language is so terribly complicated, that it really misses the point imo.
3. Rust is modern low-level language with safety agenda and zero-overhead abstractions. The type system is still hard to master. Guess this one fits low-level system programming very well.
4. We really need a low-level productive modern language with just a 'convenience' level of safety, but high degree of control over low level performance: simd, alignment, atomics, cache levels etc.
C is great but, in my opinion, is not productive enough.
Rust is strongly geared towards safety, which is great in general, but is surely not a 1st priority in gamedev (you often have a perfectly "safe", as in memory-safe and thread-safe code which fails to render 3d graphics correctly).
This leaves us with C++, which is indeed performant, arguably productive and has a benefit that there is a vast amount of libraries that are already written in it.
However, C++ is horribly complicated general-purpose language with quite a legacy bag.
What I'm saying is that one could imagine (and design) a language aimed at gamedev which will be simpler, nonetheless performant and have productivity features specific for gamedev/gfx.