In the previous entry I talked about the lack of game-specific types and features in C++, and how this leads to library proliferation, compatibility problems, and a massive duplication of effort. The idea was that a language designed for games ought to contain types that are common to all games. Several people argued in the comments that you shouldn’t add these sorts of things to the language itself, but rather provide them through the standard library.
This leads into a side argument over whether or not we should consider the “standard library” to be part of the language, which is one of those questions like, “Is the bun part of the hot dog?” where everyone thinks the answer is obvious, and are then horrified to discover another group of people who think the opposite answer is the obviously correct one. So then they take turns hitting each other in the face with the dictionary.
Welcome to the internet, I guess.
But since we’re here, I might as well sort this out for people who work in sensible careers rather than becoming programmers.
Continue reading 〉〉 “Programming Vexations Part 9: The Problem With Engines”