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 Yearling
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awarded  Yearling
Jul
26
comment Why don't C++ Game Developers use the boost library?
Like I said, it's not just about wanting to choose a subset (because who decides? And who documents or enforces that?). And that does nothing to help compile time or performance anyway. You're arguing against a straw man here because I clearly said that we willingly used some of Boost - this answer is an explanation of why people do avoid Boost, not why they should.
May
12
awarded  Enlightened
May
12
awarded  Nice Answer
Apr
17
comment Why don't C++ Game Developers use the boost library?
I think this answer is fairly clear that there are more reasons people avoid it than just to dodge one or two bad classes.
Feb
3
awarded  Nice Answer
Jan
27
comment Is Domain Driven Design good for games?
@plalx: your expertise might be useful in a separate answer if you know a lot more about the area. Personally I'm dubious that the approach offers more than a set of new terms for old concepts, but if you feel differently, an answer from you would be useful. :)
Dec
1
awarded  Nice Answer
Nov
19
awarded  Nice Answer
Oct
20
awarded  Great Answer
Sep
30
awarded  Explainer
Sep
1
revised What is the most serious limitation of Unity?
added 242 characters in body
Aug
31
awarded  Announcer
Aug
15
awarded  Good Answer
Aug
5
awarded  Nice Answer
Aug
4
awarded  Guru
Jul
27
awarded  Yearling
Jul
9
awarded  component-based
Jul
4
comment Use a SQL Database for a Desktop Game
Yeah, I think using SQLite for saving the game state is a good idea, providing you plan to do that from the start. I wouldn't want to have the DB be the main place where game data is stored during play, though.
Jun
23
comment Immediate GUI - yae or nay?
@dreta: my point about artist config is that there are things that are completely impractical to change via an editor without basically writing your own retained mode layer on top of it (eg. what to do when a button is clicked, or re-ordering elements). IMGUI works well for very simple and trivial visuals, nothing more.