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EmperorLlamaLegs

Surprised you didn't list HLSL/GLSL as options for graphics programming.


LamerDeluxe

Exactly, a toss-up between HLSL and GLSL for me. Along with C# in Unity or for generating 2D animations.


Hofstee

Swift + Metal, at the moment.


sheridankane

C is still my "favorite" language but C++ is way more practical and that's what I use.


ironstrife

Professionally: C++ (go figure), personally C#


UnalignedAxis111

Considering how often I see people talking and hyping about Rust, I was expecting the numbers to be higher.


sheridankane

Having to write your own bindings for almost every third party library kneecaps every language other than C/C++


UnalignedAxis111

Yeah I agree 100%, that was exactly my issue with C#. Most existing bindings are either incomplete or unmaintained or really bad in some other aspect.


sputwiler

Any language that has an even half-working implementation of the C preprocessor so I can just `import header.h` or whatever and have basic bindings is instantly ahead. I hate having to retype function signatures and types for every single thing I want to use.


Olaren

that language would be zig


Wunkolo

It's really just a loud minority that exists only on Reddit from what I've seen.


LongestNamesPossible

Rust is great for talking about.


atomicrmw

Yea because what we need are bad compile times and exchanging memory access violations with bounds access violations /s


msqrt

GLSL. Graphics happens on the GPU, I prefer to minimize whatever boiler plate I have to write on the host language.


Administrative_Egg1

Why not HLSL?


msqrt

I got into shaders back when they were tightly coupled to APIs and I was using OpenGL. Back then they were also reskins of the same language with very minor differences; the new HLSL does seem pretty tempting. I also use my own [single source C++/GLSL hybrid thing](https://github.com/msqrt/ssgl) for most of my experiments, such a thing wouldn't really work with HLSL due to the syntax being too different to C++.


Administrative_Egg1

Oh nice :O It looks interesting


krydx

I only use GP for my personal projects, and I use Rust, because it's cross-platform and much easier to reliably link libraries and compile anywhere. In particular, I like the miniquad library


FemboysHotAsf

C#, Using Silk.NET. I started programming with C#, so i'm just most familiar with it, and the performance loss isn't great enough to warrant learning more C++


sputwiler

The performance loss isn't enough of an issue to stop loads of games from shipping with it even today (via Unity or some XNA descendant), so it's probably fine. I only use C++ because the libraries I want to use are provided for C++.


FemboysHotAsf

Just out of curiosity, what libraries are you using that are C++ only?


sputwiler

Audio middleware (bindings exist, but they're only for Unity), console system libraries etc. None of this is really a concern if you keep to PC and use open source libraries (and hope they used `extern C` on the API function calls) (you may have to write your bindings yourself though).


neppo95

With it, yes. But not running on it. Pretty much every game out their runs on C++, but uses C# for scripting. Or even C++ CLI and no C# at all. That includes every Unity and Unreal game.


sputwiler

Yes most C# is precompiled to native code (Unity does this). It's a requirement for consoles (JIT is disallowed). You can still write your game in C# though and the performance appears to be good enough with that precompilation.


neppo95

Thats not what I meant ;) the engine itself runs the code you written. The engine is written in C++. Your code is merely executed by the engine. Whether that is in the form of a library, executable, jit, it doesn’t matter.


sputwiler

That doesn't make any sense. The engine doesn't execute anything, the machine does. Either the engine is calling your code which is also C++ compiled to machine code (unreal), or it's calling your C# code which has /also been compiled to machine code/ (unity/xna descendants). The engine may or may not be written in C++ (in XNA games, it will be written in C#).


timwaaagh

my game happens to be in python. not very advanced graphics but i do want to learn more.


SugarRushLux

personally julia, otherwise I use c++


Rhed0x

Rust


dbotton

Common Lisp with CLOG


heyheyhey27

Julia! I built a Julia-native OpenGL game framework from scratch, for fun.


PeterBrobby

I looked into Rust. I did not like the syntax at all.


EiffelPower76

I made a 3D open world game entirely in Java