▲ | flohofwoe 4 days ago | |||||||
I was there Gandalf... ;) Console SDKs offering C or C++ APIs doesn't really matter, because you can call C APIs from C++ just fine. So the language choice was a team and engine developer decision, not a platform owner decision (as it should be). From what I've seen, around the late mid-90's, C++ usage was still rare, right before 2000 it was already common and most middleware didn't even offer C APIs anymore. Of course a couple of years later Unity arrived and made the gamedev language choice more complicated again. | ||||||||
▲ | pjmlp 4 days ago | parent | next [-] | |||||||
As another Gandalf, Playstation 2 was the very first console to actually offer proper C++ tooling. That would be 2000, until then Sega, Nintendo and Playstion only had C and Assembly SDKs, even the Playstation Yaroze for hobbists did get released only with C and Assembly support. PC was naturally another matter, especialy with Watcom C/C++. | ||||||||
▲ | eru 4 days ago | parent | prev [-] | |||||||
> I was there Gandalf... ;) You were at most in one place. My question was rather, which corners of the industry are you counting? However you are right that one of the killer features of C++ was that it provided a pretty simple upgrade path from C to (bad) C++. It's not just API calls. You can call C APIs from most languages just fine. | ||||||||
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