![]() ![]() In my opinion, orthodox C++ with a very strict feature-set is still a valid choice for game code and even some high-performance code. Maybe I'm not a good C++ programmer and I don't think I'll ever will be, because after C++11, I never even bothered to learn the new stuff. I can say after many experiences with C++, I'm still not comfortable with the language and it still bothers the hell out of me, especially when the project scales. In previous project (()) (fisherboy's game engine), I wrote the engine and game itself in C++ with a rather () approach, but with some minor changes integrating some more "Modern C++" features, especially in game code. Read this (./fisherboy-technical) for a more complete technical explanation of that game. In this post, I'm gonna discuss the flaws and the stuff that nearly brought me to tears in the previous project _(fisherboy)_, and the stuff that I would like to improve in the next project. **Fisherboy postmortem and future plans** ![]()
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