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Modern games are written in huge swaths of C++, tiny bits of SIMD compiler intrinsics and individual pieces of very special-purpose assembly.

If you want to feel impressed, check this out http://benfry.com/distellamap/




This is brilliant. So brilliant I'm submitting it to the main page.


You're more likely to find lua or sometimes python in modern games than assembly. Scripting has become a big part of many games, and lua has found its niche by virtue of being relatively light weight and quite easy to interface with from C/C++.

I don't think I've seen any assembly that was actually enabled in the games I've worked on in the last five years, though I do know where there's a tiny bit in my current project that's #if'd for older environments. That's just stuff like atomic operations that every modern compiler provides built-ins for now.

The link is great, thanks!


That is superb.




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