John Carmack, the veteran game programmer that co-founded id Software and was the lead developer on the id Tech engine and their most popular game titles, has shared some new opinions on C/C++ programming as it pertains to the id Tech game engine.
As a comment to an article about The exceptional beauty of Doom 3's source-code
, Carmack responded
himself with some additional food for thought about C++ and C.
In some ways, I still think the Quake 3 code is cleaner, as a final evolution of my C style, rather than the first iteration of my C++ style, but it may be more of a factor of the smaller total line count, or the fact that I haven’t really looked at it in a decade. I do think "good C++" is better than "good C" from a readability standpoint, all other things being equal.
I sort of meandered into C++ with Doom 3 – I was an experienced C programmer with OOP background from NeXT’s Objective-C, so I just started writing C++ without any proper study of usage and idiom. In retrospect, I very much wish I had read Effective C++ and some other material. A couple of the other programmers had prior C++ experience, but they mostly followed the stylistic choices I set.
I mistrusted templates for many years, and still use them with restraint, but I eventually decided I liked strong typing more than I disliked weird code in headers. The debate on STL is still ongoing here at Id, and gets a little spirited. Back when Doom 3 was started, using STL was almost certainly not a good call, but reasonable arguments can be made for it today, even in games.
I am a full const nazi nowadays, and I chide any programmer that doesn’t const every variable and parameter that can be.
The major evolution that is still going on for me is towards a more functional programming style, which involves unlearning a lot of old habits, and backing away from some OOP directions.