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> winterismute questioned qualifications to have a position on writing C++ for game dev. That is gatekeeping and No True Scotsman

Well, not really. Some of the people on twitter (and the author himself) basically pointed out that "one of the main reason we do not use that coding style is that, despite the advantages, when you need to work on a codebase that requires both performant simulation of the planet and rapid experimentation of mechanics at the same time by hundreds of de-localized devs, you end up seeing many of its limitations". If you want to handle this argument, you need to have a clear idea of what are the priorities in such a scenario, which I doubt the author has. Even more interestingly, the article does not raise the point "this is how I write modern C++, I think it will benefit all the industries" but specifically seems to want to argue that this style helps gamedev particularly despite showing basically no domain-specific observations, nor anything that convinces me he knows what are the critical problems in the "triple A game" scenario... I don't think I can call this gatekeeping if I am not convinced - even by reading only the article - that the author has a good grasp of the fundamental problems involved in the development of big games, or not?



The piece makes the point that the features presented have negligible to no downsides in the context of gamedev (and other contexts as well), and your argument doesn't refute that other than by assertion. It instead tries to disqualify the relevant points based on the credentials of the author.

While making big assumptions about the author's experience in the process. It's plausible he has experience in complex, performance-sensitive, highly collaborative C++ as well. The whole argument hinges on partial information and disbelief, really.




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