Dude, don't learn C, just use a game engine

>dude, don't learn C, just use a game engine
this is the garbo advice that makes indie games unplayable on fucking high end PCs to play pixel platformers.

fuck you

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Go back to and never come back

popular game engines prevent theese issues

it's the incompetent c fucks who want to do it themselves that make theese unplayable games

>prevent these issues
>unity games ran like ass on high end pcs

>1080TI
>pixel lag
bwahahahahahaha

Unity is overkill for 2d games

Its like developers don't have access to Unity source code to compile a version for their needs right?

have you ever played any shitty indie game that came with its own shitty engine? they suck

just use SDL faggot.

>cave story
>touhou
>dwarve fortress

>DF
It sucks tho.

your mom sucks, but dicks faggot.

>mentions well made games
there are also well made games using available engines. whats your point?

unity flagship games run like ass on high end PC.

Agreed. Commercial engines are for the weak

I dunno, Godot is pretty comfy and it's built on C++

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Enginedevs are notoriously slow on any sort of progress and are more likely to drop their projects. Chances are, their game wouldn't have needed the extra performance in the first place.
I say this as someone who enginedeved for several months when I started gamedev, something which could take weeks to prototype took two days in an engine, with hardly any impact on performance.
>names games initially developed before the proliferation of modern game engines

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I can't speak for OP, but for me at least it's a matter of comfort and freedom. I don't like the restrictions that commercial engines place on me, and I don't like being forced into their mode of thinking about structure.

This, also if you don't care about making a game to sell engine deving feels great.

dwarf fortress is unoptimized as fuck. and it runs on a single thread because the codebase is such a mess that it would take years to make it multithreaded (and also fix the ui in the meantime)

>>dude, don't learn C, just use a game engine
>this is the garbo advice that makes indie games unplayable on fucking high end PCs to play pixel platformers.
What did he mean by this? A game engine will probably run better than the shit code the brainlet dev can spit out

well at least he was able to give it 64 bits support recently

>dwarf fortress is unoptimized as fuck. and it runs on a single thread
dwarf fortress was made before multi core PCs were common and was way too far in on development by the time the hardware was mainstream. The core 2 had JUST came out and most people were still on P4s for quite a few more years. People forget how old DF actually is.

There's currently a proposal to make a 2d graphics a part of the C++ standard library

Now we're getting into opinions. None of the games he linked can be lumped in with the mass influx of garbage on Steam since Greenlight. Each game has its own, serious following that isn't just streamers playing once for memes.

This Godot is such a nice comfy engine

They're a few decades too late for that.

Too bad there arent any good engines with agnostic GPU accelerated physics

Better late than never!

You can make a game unplayable on high end hardware ever with a custom made engine if you are incompetent enough, which is often the case as way too many peoples don't even know you can turn off lot of the default eye candy in ue4 or not bundle half gb worth of stock assets.

>adding more bloat to c++
fuck that. c++ already doesn't have a "central" design, that makes it shit in some situations.. it wasn't built to construct a specific task (such as C) it doesn't follow the unix philosophy at all

take this from someone using C++

have they even added sockets yet?