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That was my point as well.

The culture in the gamedev world is such that the big teams only switch tooling when forced to do so. Only amateurs tend to try out new ways.

Back when the move from Assembly to higher level languages started, many games would be filled with inline Assembly.

The compilers weren't that good generating code and they didn't want to loose the power of Assembly.

Just like now with the managed runtimes and having tons of C and C++ underneath. Languages that weren't that speedy 30 years ago.

We need to keep the spirit of taking things far alive, because in computing seeing is believing.



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