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nordlead said:
I really don't think anyone programs in assembly any more unless it is for a micro controller that doesn't have a C compiler.

You can always inject Assembly into your C code to optimize things that C does poorly. I would imagine that the best way to program would be to write it in C, check for bottlenecks, and then go back and convert to Assembly only the code that can not be improved by better C code.

There is just way to much code needed in an engine capable of today's games to ever be able to code it in assembly.

Anyways, back onto the main topic. There probably is some of what you call "lazy programming" going on, but I would imagine it is more due to programmers not knowing a better way to do it with the hardware given. If you can say the same thing about the games 2-3 years from now, as those released today, then I would say programmers are getting lazy.

I'm kinda tired atm (heading to bed shortly) so if this comes off wrong, I apologise.  But you kind of missed what I was saying and then restated it as your position.  

I don't think you have a problem with my first paragraph so I'll skip it since the WYSIWYG editors many "Level Designers", "Scripters", etc.. use now days is most certainly classified as a very high level, above C.

In my second paragraph I say almost verbatim that I wouldn't want to build an engine in Assembly (for the exact reason you mention) and then I go on to say that a lot of engine work is done in assembly.  Which is true, major optimizations are absolutely made at this level because its where you have the most control over the hardware.  And optimization is a massive part of engine building.  Also I think you might be a bit mistaken in your impression of how big an engine really is these days in terms of code length...they aren't short by any means but they aren't insanely large either.  Its definitely feasible to build one entirely in Assembly but like you said, its uneccessary to do so with the right tools.

 

 



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