Jason Booth
slipster216.bsky.social
Jason Booth
@slipster216.bsky.social
Engineer, designer, artist and musician in the game industry for 30+ years. 52 assets on the Unity Asset Store. Ex-Turbine/Harmonix/DBeam/etc, currently at Meta
- Multiple types for fucking everything
- lack of easy API, ie: std::find vs. .contains, etc
- verbose in places it shouldn't be, succinct in places it shouldn't be
- Performance benefits neglagiable
- Foot guns everywhere

C# has it's issues too, but I'm so much more productive in it.
November 18, 2025 at 5:31 PM
- 8 minute compile time turnarounds vs 2 seconds
- cryptic as fuck error messages
- undebuggable types
- linker issues
- copy by default
- cryptic syntax (though c# headed this way)
- have to write much more code for same transformation
- how many string classes do you need already?
November 18, 2025 at 5:31 PM
Except for like the 10,000 other things that makes C++ horrible to work in compared to C#. Seriously, C# without memory management is still so much better.
November 14, 2025 at 5:59 AM
Congratulations- I remember playing it for the (was it 2?) days I worked on it and really liking it.
November 7, 2025 at 12:47 AM
"All of them"
August 19, 2025 at 3:53 AM
Soon AI will be able to play these games too, providing an infinite audience for an infinite number or mediocre experiences. Finally the 'most content is mid and doesn't get played' problem will be solved.
June 4, 2025 at 5:00 PM
If only it was possible to, I don't know, write some kind of abstraction layer so you could write shaders and have them compile into different render pipelines without everything breaking. Nah, impossible, as Unity would say.
April 18, 2025 at 12:19 AM
Been writing C++ pretty much every day for the last year, and it's even worse than when I stropped writing it 10 years ago. So much unnecissarily boilerplate and footguns at every turn, compile times, header files, shitty error messages, etc. I hates it.
March 10, 2025 at 5:22 AM