I love how this site hasn't changed its look in over a decade.
@wolfcoder it's a bit out of date with some of the cutting edge features, unfortunately. I love it to bits, is so easy to navigate
@VileLasagna one goes into writing c and c++ code to create cutting edge features, you want fancy stuff you can go back to Python
@VileLasagna website itself kind of reflects the sentiment. remember when websites were helpful? even SDL is starting to do odd things to their documentation.
@wolfcoder you and me seen to have different ideas of cutting edge and fancy.
Heck, std::filesystem is C++17, that's yesterday in c++ years.
Even if you don't like the new stuff for whatever reason, outdated reference means you don't know what code is doing because a signature changed away from your eyes
@VileLasagna I use Python at my day work quite a bit, I find it pretty useful, I just wouldn't build a game engine out of it.
@wolfcoder I'm more of an angry old man in this sense. Maintained some python but it's never been my go to. I really like strong, hard types and pedantic compilers and all that nonsense. Gives your code predictability.
That all said, Ren'Py is a game engine written in python and it's legit =P
It's strongly specialised for visual novels though, but I've seen quite a few good projects built with it
@VileLasagna yeah I write code the same way so I don't even notice the quirks that vary depending on the compiler while others will complain it breaks their code.
@wolfcoder few things more horrifying than picking up some code the original developer made the mistake of coding using Microsoft's toolchain and getting baffled at every turn that said code allegedly compiles with it
@VileLasagna I haven't had any of those issues with their compiler or Visual Studio, I quite like it. I've compiled my same code on visual studio's compiler, gcc, and clang without issues.
@wolfcoder VS will accept all sorts of nonsense that's "illegal C++". For some of those they throw warnings and for others Microsoft just actively tries to induce you to break your code (by using THEIR versions of stuff and whatnot). It's pretty frustrating.
I always maintain that, if you want your code to me multiplatform, code it in Linux and then port to Windows. Always much easier than the opposite
@VileLasagna weird, I've always had an easier time coding it in Windows and then porting to Linux. Perhaps its just starting with whatever platform you're most familiar with is the one you'll think its easiest to port from.
@wolfcoder my experience is that because of all that VC non conformity, I always end up having to rewrite and fix a bunch of stuff. There's also always include problems because ntfs is garbage and refuses to distinguish between upper and lower case. (Bonus points for people using VS solutions and their build inevitably becoming a complete mess).
The other way around I usually only have trouble if someone used globals across shared libraries or explicitly used pthreads
@VileLasagna I've never had those issues, probably because I avoid libraries when I can. I usually only add them when its something I can't do (like OpenGL or Vulkan) or something I really don't want to do (like FreeType). Exceptions include SDL and Squirrel- I could technically write the functionality myself but those libraries are very good.
@VileLasagna well OK it can't be that alone. taking on the foundation yourself allows you to handle special cases and things other people may have overlooked, or, if you overlook them yourself you are able to quickly fix them.
@VileLasagna I'd say a good 99.98% of bugs people report to me are my fault which is good because I can fix them vs. there being a bug in a library you rely on and having to hope the maintainers will listen to you and fix it promptly..
@wolfcoder everything's easier when it's your code. A lot of the time I end up coming in precisely to refactor all of the things so I end up being the person who inevitably runs head first into all of the "surprises" that were left around and usually forgotten about
@VileLasagna yeah that was all my game dev stuff. when it comes to working on someone else's code all my experience has been with research grade c++ code that began its life while I was still in kindergarten. Millions of lines (some of it in Fortran 98) with no coding standard or process.
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