YouTube probably won't force this, but even if they do, nobody forces you to use YouTube.
If that's what content creators want, isn't it in their right? You're technically not allowed to download YouTube videos anyway, there just isn't a convenient measure against it. You're not paying, you're probably…
If <whatever language> makes certain assumptions and guarantees on behavior, then no, belief is not enough. It has to be plausible. GC alone really is a big issue and all the research (of which there is a lot) has not…
Maybe on a Hotspot VM with JIT, while using frivolous amounts of memory for good GC performance. You're not allowed to do JIT on consoles or mobile and you're memory constrained. A PC-only game engine is going to be a…
SDKs never forced anybody to move to C or C++, but the opposite is true: C/C++ compilers were either unavailable or limited. "I have seen these words written against C, Turbo Pascal, Modula-2, C++." So what? Those words…
A dropped frame is always noticable. What you can do is keep a budget for GC and then force-collect every frame.
First of all, I'm talking about game engines, not games. Both Unity and the earlier Unreal Engine (afaik) used GC-ed languages for scripting. However, if you want to make a quality game, you can not afford long GC…
Game developers used Assembly to write games when it was the best tool for the job. They then moved to C when it was feasible and then to C++ when that was feasible. For their engines, they never moved on to anything…
There's two big hindrances for success right off the bat: 1. Refusing to just use C/C++ 2. Attempting to support most of the platforms Both problems compound each other. All platforms (even Android at this point) have C…
YouTube probably won't force this, but even if they do, nobody forces you to use YouTube.
If that's what content creators want, isn't it in their right? You're technically not allowed to download YouTube videos anyway, there just isn't a convenient measure against it. You're not paying, you're probably…
If <whatever language> makes certain assumptions and guarantees on behavior, then no, belief is not enough. It has to be plausible. GC alone really is a big issue and all the research (of which there is a lot) has not…
Maybe on a Hotspot VM with JIT, while using frivolous amounts of memory for good GC performance. You're not allowed to do JIT on consoles or mobile and you're memory constrained. A PC-only game engine is going to be a…
SDKs never forced anybody to move to C or C++, but the opposite is true: C/C++ compilers were either unavailable or limited. "I have seen these words written against C, Turbo Pascal, Modula-2, C++." So what? Those words…
A dropped frame is always noticable. What you can do is keep a budget for GC and then force-collect every frame.
First of all, I'm talking about game engines, not games. Both Unity and the earlier Unreal Engine (afaik) used GC-ed languages for scripting. However, if you want to make a quality game, you can not afford long GC…
Game developers used Assembly to write games when it was the best tool for the job. They then moved to C when it was feasible and then to C++ when that was feasible. For their engines, they never moved on to anything…
There's two big hindrances for success right off the bat: 1. Refusing to just use C/C++ 2. Attempting to support most of the platforms Both problems compound each other. All platforms (even Android at this point) have C…