<story><title>Writing a game engine in pure C: The Graphic Initialization</title><url>https://prdeving.wordpress.com/2019/06/05/how-to-write-a-game-engine-in-pure-c-part-2-the-graphic-initialization/</url></story><parent_chain><item><author>agentultra</author><text>Starting with state management in the first post is a different approach I wouldn&amp;#x27;t normally expect.&lt;p&gt;That being said I don&amp;#x27;t know what it is but I prefer writing games in C. I experiment with higher level languages and use them for rapid prototyping. However, and maybe its simply nostalgia, I always come back to C.&lt;p&gt;And it&amp;#x27;s not even my favorite language by a long shot. For practically everything else, save for systems programming, I prefer languages like Common Lisp and (more recently) Haskell. Imperative programs are notoriously difficult to comprehend and maintain but there is something about game programming specifically that C leverages which makes it a good fit for game engine development; the mix of pointers and machine-sized types perhaps? I&amp;#x27;m not sure. But it works really well.</text></item></parent_chain><comment><author>sdegutis</author><text>I remember writing a blog post years ago about how I enjoyed C and Clojure, apparently two extremes, equally.&lt;p&gt;My current conclusion is that we just enjoy problem solving within mental frameworks, and each language family gives unique mental frameworks that come with different challenges.&lt;p&gt;Now that I&amp;#x27;ve slowed down life and am planning in years instead of weeks, I think I would absolutely enjoy (and I think my kids would too) making a new video game from scratch with SDL in C.&lt;p&gt;The only difficulty is, every time I try this, I keep running into weird issues that only I seem to be having and can&amp;#x27;t find a solution to online. For example, the last time I tried making a lemmings style game in C with SDL, I ran into weird framerate issues where for apparently no reason or pattern, it would go incredibly slow sometimes.</text></comment>
<story><title>Writing a game engine in pure C: The Graphic Initialization</title><url>https://prdeving.wordpress.com/2019/06/05/how-to-write-a-game-engine-in-pure-c-part-2-the-graphic-initialization/</url></story><parent_chain><item><author>agentultra</author><text>Starting with state management in the first post is a different approach I wouldn&amp;#x27;t normally expect.&lt;p&gt;That being said I don&amp;#x27;t know what it is but I prefer writing games in C. I experiment with higher level languages and use them for rapid prototyping. However, and maybe its simply nostalgia, I always come back to C.&lt;p&gt;And it&amp;#x27;s not even my favorite language by a long shot. For practically everything else, save for systems programming, I prefer languages like Common Lisp and (more recently) Haskell. Imperative programs are notoriously difficult to comprehend and maintain but there is something about game programming specifically that C leverages which makes it a good fit for game engine development; the mix of pointers and machine-sized types perhaps? I&amp;#x27;m not sure. But it works really well.</text></item></parent_chain><comment><author>buba</author><text>C gives you all control over your machine, there are no obscure libraries, grabage collector or unexpected stuff, if something doesn&amp;#x27;t work as expected you know you have f&lt;i&gt;&lt;/i&gt;cked it up.
I&amp;#x27;m using C here cause 1st, i like it a lot, and 2nd, i think it&amp;#x27;s the clearest language out there, you can follow the code execution from start to end and &amp;quot;almost&amp;quot; know what&amp;#x27;s happening, it doesn&amp;#x27;t have function overloading, obscure scopes, garbage collectors or automatic weird typing.</text></comment>