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May 24, 2013 at 0:30 comment added MartinTeeVarga I'd just add that there are many types of games where maximum performance is not an issue. Of course, while making new Crysis you will want to squeeze every single frame from it, but there's plenty of games where you don't have to. And working on such games, you might need few other languages as well (shader languages for example, games like Civilization 4 & 5 rely on scripting languages too).
Sep 14, 2010 at 11:23 comment added Klaim In fact I think that as the video-game industry is slow to adopt even the current standard C++, theres good chances that you'll have to wait a lot of years before having anywthing other than C++ on consoles. A shift in way constructors and developers work might happen but it's not really easy to imagine from today.
Sep 14, 2010 at 11:21 comment added Klaim I agree on the principle, and maybe Go or D an achieve somthing on this side. But I think only system language can be "standard" in this industry. However, I'm talking about the industry, not the indie side of the video-game domain. I think if you go your own way (not a salary of a big established company) then you have the chance to use whatever you want. But you still need to use the tools asked by constructors when you want to do something on anything other than console. Phones use Java but a lot of C++ is used on more performance-needed applications, on those same phones.
Sep 11, 2010 at 22:09 comment added Ricket @Klaim I would argue that it is becoming less relevant, and I will be interested to know the language used for consoles of the next generation or perhaps the one after that. It's possible that they will continue to be developed with C++, but I personally believe it highly likely that they will progress towards higher-level languages. Android development, for example, is in Java; not that Android is a game console at all. But perhaps a hybrid language like Go will rise to be the new popular language in a console generation or two.
Sep 11, 2010 at 21:00 comment added Klaim +1 but you should add something about the limitations of usage on some languages on proprietary platforms like consoles... (hardware and constructor-policy limitations) If the home-made games are done for training for getting a job in the industry, then using Ruby for the game itself will not really help on this side. For desktop games however, "why not???"
Sep 9, 2010 at 20:22 vote accept bennybdbc
Sep 8, 2010 at 22:45 history edited Ricket CC BY-SA 2.5
added SFML
Sep 5, 2010 at 20:03 history answered Ricket CC BY-SA 2.5