That said, I also acknowledge that often times I need to solve problems that can benefit from a language that embraces what I call necessary complexity, but do it in elegant ways. Whenever I need to prioritise code correctness, especially memory and concurrency safety, using a mostly functional pattern instead of OOP, but without going as extreme as say Haskell, I unquestionably choose Rust, my favourite complex language. I often work with network code that is highly concurrent, must be as correct as possible and benefits from good performance, so then again, Rust feels natural here.
On the other hand, I love coding simple indie games and for that particular case, I like a simple and performant language using an imperative, non-OOP style. In my opinion C, and in particular Odin more recently are quite a good fit. If Jonathan happens to be reading this comment, since he mentioned Golang, I would suggest him Odin as perhaps the best of both worlds between C and Golang. It has all the simplicity of Golang, but without a garbage collector, plus it is quite easy to code a game using Raylib.
And why is it unique to Go? I am sure there are comments on HN about metal oxidization, making sharp changes in direction, Norse gods, and letters of the alphabet.
It might end up finding stuff about a compiler though.
Who would be confused by "Go", but not "Rust" and "Zig", which are also common English words not usually associated with programming languages?
> 2. search engine "findability".
What kind of search engine are you using in 2026 that isn't capable of understanding context?
And where one is still using some weird antique thing like a steampunk character, "C" is going to be the least findable, yet it didn't receive the same treatment. Why is that?
Said frontend is for the C programming language. Isn't that perfectly appropriate? I did a web search for "golang" and the first result was a download page for a Go compiler, so there is precedent.
the core of games tend to be a 'world sim' of sorts, with a special case for when a select entity within the world sim gets its inputs from the user.
where C becomes a chore is the UI, probably has to do with how theres many more degrees of freedom (both in terms of possibilities and what humans consider appealing) in the visual plane than there is in the game input 'plane', which might be as little as 6 independent inputs plus time.
Try Clay!
>The library support for games[in Go] is quite poor, and though you can wrap C libs without much trouble, doing so adds a lot of busy work.
I can't see when this was written, but it has to be around 2015. So, about 10 years ago. I wonder what his opinion is today.
Also here is a snapshot of the main page of his website from that time, which has screenshots of his games and thereby provides context into what kind of games he had made and published when the blog post was written.
https://web.archive.org/web/20160110012902/http://jonathanwh...
This one looks like it’s 3d and has a pretty unique style:
https://web.archive.org/web/20160112060328/http://jonathanwh...
Did a bit of game dev in Odin last year and it was a wonderful experience. It's very much game dev oriented and comes batteries included with many useful libraries. And the built in vector stuff is very helpful there too.
Time escapes me before I get a chance to type Hello World. Working in front of a screen eight hours a day leaves me exhausted that the least things I want to do is code more on my day off.
Although wanting to dive in to WASM has been a priority and checking Odin for wasm their 3D model example is super cool.
May just have to take a poke. TCL for web frontend; Erlang for DB and potentially Odin for wasm? This could be a cool mix.
Well, this should be reformulated a bit. Using C is not the norm, but it once was and many people are still using C to write games, myself included.
What languages compile fastest?
I can't remember how fast D was but iirc it was fairly fast. Actual fastest is my compiler which I don't work on anymore and isn't ready for production. It's the only compiler I know of that hit millions of lines <1s in a non trivial language https://bolinlang.com/
Unlike, say, Linux programming where C is the standard, almost all games have been written exclusively in C++ for a long time now, probably three decades.
Also, three decades is going a bit too far back, I think. In the mid nineties, C was still king, with assembly still hanging on. C++ was just one of several promising candidates, with some brave souls even trying Java.
Which is why after so much resistance not wanting to use the NDK for Vulkan, and keeping using OpenGL ES from those devs, Google is bringing WebGPU to Java and Kotlin devs on Android.
Announced at last Vulkanised, there is already an alpha version available, and they should talk more about it on upcoming Vulkanised.
My memory was wrong: I was thinking of the Quake 1 engine, but I just looked it up and it’s C with some assembly code, no C++. The reason I remember it being C++ was because Visual C++ was the compiler tooling required on Windows.
Complaining about a language having features you don't want is silly. C++ doesn't take longer to compile if you don't abuse templates.
The main difference from choosing a different subset, e.g. “Google C++” (i.e. writing C++ according to the Google style guide), is that the compiler enforces that you stick to the subset.
Oh, and smart pointers too.
And hash maps.
Vectors too while we're at it.
I think that's it.
The latter two (hash maps and vectors), though, are just compound data types that can be built on top of standard C. All it would need is to agree on a new common library, more modern than the one designed in the 70s.
Hash maps are mostly only important because everyone ought to standardize on a way of hashing keys.
But I suppose they can both be “bring your own”… to me it’s more that these types are so fundamental and so “table stakes” that having one base implementation of them guaranteed by the language’s standard lib is important.
And it wasn't hard to achieve. The idea was to use length delimited strings rather than 0 terminated. This meant that slices of strings being strings is a superpower. No more did one have to constantly allocate memory for a slice, and then keep track of that memory.
Length-delimited also super speeded string manipulation. One no longer had to scan a string to find its length. This is a big deal for memory caching.
Static strings are length delimited too, but also have a 0 at the end, which makes it easy to pass string literals to C functions like printf. And, of course, you can append a 0 to a string anytime.
I have a "mini-std" headerfile that's about 500 LoC implementing lightweight variants of std::vector, std::function, a stack-local std::function (unsafe as hell and useful as hell to avoid allocations), a shared-ptr, qsort and some other nifty stuff.
That does a lot of things, but even then I use other patterns that brings a lot of bang for the buck without having to go full C (hint: the stack-local function equivalent gets a lot of mileage).
On top of likely having worse performance.
int a = 3;
foo(a);
// What value has a ?
There are various things one does not have to worry about when using C instead of C++. But the brain needs some time to get used to it. #define foo(a) a = 12It might be silly if you're working on your own. Software that delivers a lot of value is usually developed and evolved not only by team, but by a team with changing members and changing leadership over the project's lifetime. The features used will be the union of all features used over the years, and while it's easy for team leads to allow the use of more features than their predecessors, it's quite hard to reduce them.
Also, you may be forced to use language features you don't want if they're used by libraries whose functionality you do want. For example, when doing low-level programming, I don't like implicit calls that I can't clearly see on the page (e.g. destructors or overloaded operators). But if libraries I want use them, then I'll have those implicit calls. But if the language doesn't have those features, libraries obviously won't use them.
That's exactly the case when it's easiest. If you don't need a feature, just don't use it and case closed. With a team it's harder - you have to force/enforce others not to use a given feature.
> if they're used by libraries whose functionality you do want
If you're using C++ you can just use the C library you would've used otherwise, no?
A reason I can think of to not move to C++ is that it is a vast language and, if you are working on a team, it can be easy for team members ultimately forcing the whole team to become an expert in C++ simply because they all will be familiar with a different set of C++ features.
But for a solo dev? No reason not to use it, IMO. It's got a much nicer standard library with a rich set of datastructures that just make it easier to write correct code even if you keep a C style for everything.
I feel like if you need to implement modern language features, you shouldn't be using C. The entire point of C is to not be modern.
Mindread much?
Surprisingly, this is not true. I've written a C++ file only to realize at the end that I did not use any C++ features. Renaming the file to .c halved the compilation time.
After writing that, I wrote my own standard library (it has data structs like vector, hashmap and sets; slices, strings, rng, print, some io functions, and more) which uses a lot of templates, and it compiles in <200ms on both clang and gcc. Many standard library headers take much longer to compile than that. It's not a terrible idea to have your own standard lib if you need quick compile times.
A lot of smart people pick and choose what they want from the language, just like religion, they keep the good parts and discard the bad.
Even with the recent extension where it looks like it isn't, the compiler adds one for you.
It's arguably irrational to evaluate a language based on this, but you can think of "this code could be better" as a sort of mild distraction. C++ is chock full of this kind of distraction.
Because they use Typescript.
>The stop-the-world garbage collection is a big pain for games
There is a number of languages that allow manual memory management: Zig, Nim, Rust and few others
Then Watcom C/C++ made it quite easy to use C++ for game development on PCs, PlayStation 2 introduced support for C++, quickly followed up by XBox and Nintendo, and that was it.
The question isn't "Can I write a game in C?". Yes, of course you can, and it's not even that painful. The question is "Why would you?", and then "Why would you brag about it?"
> C++ covers my needs, but fails my wants badly. It is desperately complicated. Despite decent tooling it's easy to create insidious bugs. It is also slow to compile compared to C. It is high performance, and it offers features that C doesn't have; but features I don't want, and at a great complexity cost.
C++ is, practically speaking, a superset of C. It being "complicated"? The "insidious bugs"? It being "slow to compile"? All self-inflicted problems. The author of this article can't even fall back on the "well, my team will use all the fancy features if I let them use C++ at all!" argument pro-C-over-C++ people often lean on: he's the sole author of his projects! If he doesn't want to do template metaprogramming, he... just doesn't want to do it.
I don't read these sorts of article as technical position papers. People say, out loud, "I use C and not C++" to say something about themselves. ISTM that certain circles there's this perception that C is somehow more hardcore. Nah. Nobody's impressed by using it over a modern language. It really is like a fixie bicycle.
The fixie example wants to make the comparison that using C instead of C++ is deliverately done just to brag about doing something in a way that is more difficult than in should be. In reality the issue is that C++ might not offer you any benefit at all and it could potentially bring you issues later on for things such as interfacing with other languages.
I personally do not see the point of using C++ if you do not use any of its features.
I'm no Go fan, to be clear, but GC isn't the problem with Go. It has a pretty decent GC with sub-millisecond pause times. People who complain about GC pauses while extolling the virtues of manual memory management are running on a set of prejudices from 1999 and are badly in need of a mental firmware update.
Yeah, this is from 2016. I don't think choosing C over C++ was defensible even back then, but the critique of Go makes more sense now.
https://web.archive.org/web/20160109171250/http://jonathanwh...
This is why zig is a godsend. It is actually simpler than C while being more precise than C!
For example zig can distinguish between a pointer to a single element vs a pointer to an array of unknown length. Where as in c abi, it is all T*
When importing a c lib, you can make it more ergonomic to use than c itself.
Being able to easily import c lib is especially important to game dev, as practically all so called c++ libs also export a c header as they know how important it is.
https://github.com/zig-gamedev has a lot of repos of ziggified c libs used in games.
As for the preprocessor, zig comptime is so much better. It’s just more zig that runs at compile time.
But I find string management in C awful and would like to borrow it from C++. Only the string management
That said, "I am dead" is a very real video game indeed... and his arguments are very sound. I also can't stand C++. I disagree with him on Java though. The core language of Java is actually super simple, like C.
I agree on C++ being the worst of both worlds for many people. You get abstraction, but also an enormous semantic surface area and footguns everywhere. Java is interesting because the core language is indeed small and boring in a good way, much closer to C than people admit. The productivity gains mostly come from the standard library, GC, and tooling rather than clever language features. For games, the real disagreement is usually about who controls allocation, lifetime, and performance cliffs, not syntax.
Not only that, but who even knows C++? It keeps changing. Every few years "standard practice" is completely different. Such a waste of energy.
> Java is interesting because the core language is indeed small and boring in a good way, much closer to C than people admit.
I know. I used to be a Java hater, but then I learned it and it's alright... except the whole no-unsigned-integers thing. That still bothers me but it's just aesthetic really.
I know I could do C++, and you could argue that's better, but I find C++ to be exceptionally irritating to use. Every time I've used C++ I get people telling me I'm using it "wrong", sometimes in contradictory ways. Sometimes I should use a "friend" function, sometimes "friend functions are evil". Sometimes multiple inheritance is fine, sometimes it should be avoided like the plague. Sometimes you should "obviously" use operator overloading, sometimes you should avoid it because it's confusing because you don't know which functions are being called.
I'm sure someone here can "educate" me with the best practices for C++, and maybe there will be some reasoning for it, but ultimately I don't really care. I just found the language annoying and I don't enjoy using it. I know that I could "just write it mostly like C and use the C++ features when I need it", but I have just found that I have more fun thinking in pure C, and I've kind of grown to enjoy the lack of features.
Maybe it's just a little bit of masochism on my end, but I like the fact that C gives you so little. You kind of have to think about your problem at a very fundamental and low level; you have to be aware of how memory is allocated and deallocated, you don't get all these sexy helper functional-programming constructs, strings aren't these simple automatic dynamic things that you have in basically every other language. You have a dumb, simple language that will give you exactly what you need to write programs and very little else.
Most stuff I write uses a garbage collector, but the safety and easy of writing stuff with garbage collectors like Java makes it very easy to be lazy. I've grown to appreciate how much C makes you actually think about problems.
Things I noticed are inconsistent coding styles, overly complex processes, unused(!) functions, inefficient data use, nothing surprising with a project worked on by various people in their spare time and their own ideas on how to code. And this isn't even talking about later versions. To me it's an example of how unrestricted access to bling features causes a mess.
Eventually I want it converted to C (C23), split apart in seperate functions with a decent source code organisation, and simplified processes to make it easier to understand what's going on and extend fuctionality. For this I need it simplified as possible and weed out the layer of complexity caused by C++ first. Going to take plenty of time, but I'm still having fun doing it (most of the time anyway :-p ).
I'm not advocating anything, but it's satifying to me to bring clarity to code and see small improvements to performance during the process at the same time. It also gave me an opportunity to develop a unique syntax style that visualises parts of the code better for me.
Very useful if you don't want (or need) surprises anywhere. Or if you want all the surprises (exceptions, errors, etc) all better tied to the hardware that provides such.
It's also fairly easy to write unit tests for everything.
Keyframe•5h ago
uecker•3h ago
dragonelite•3h ago
Keyframe•2h ago
NuclearPM•2h ago
Say more with less.
heliumtera•2h ago
linux attracted 2,134 developers in 2025
that kinda weakens your argument a little bit
jonahx•2h ago
Keyframe•2h ago