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title: What's C++ like in gamedev? | daily.dev
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# What's C++ like in gamedev?

**[Master Yoda](https://daily.dev/sources/biixj2rltcrx7bbvxfw0d)** · [@pump1it](https://daily.dev/pump1it) · 56 upvotes · 6 comments

## Summary

C++ remains entrenched in game development due to platform vendor APIs, massive legacy codebases, decades of compiler optimization, and cross-platform requirements. The industry operates across three C++ levels: low-level hardcore code for performance-critical systems (physics, rendering), mid-level common C++ for architecture and libraries, and high-level meta C++ for reflection and code generation. Modern C++ standards (C++20/23) won't reach gamedev for years as studios remain stuck between C++14/17. While scripting languages and visual programming (blueprints) shield designers from C++ complexity, they sacrifice 50%+ performance. Hot reload capabilities and reduced crash risk justify this tradeoff, but the core engine will remain C++ for at least another decade.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://pvs-studio.com/en/blog/posts/cpp/1331/>

## Community discussion

Top comments from developers on daily.dev.

**@zeeshanqaswar36** · 7 upvotes

> Avoid choosing game dev as a career, do it as a hobby.

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---

Tags: [#c++](https://daily.dev/tags/c++), [#game-development](https://daily.dev/tags/game-development), [#performance](https://daily.dev/tags/performance), [#unity](https://daily.dev/tags/unity), [#unreal-engine](https://daily.dev/tags/unreal-engine)

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