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> The single-header libraries that are popular in the game programming space (stb_* [2], cgltf [3], etc) as well as of course Dear ImGui have been some of the most pleasant ones I've ever worked with.

The mainstream game programming doesn't use C at all. (Source: I had been a gamedev for almost a decade, and I mostly dealt with C# and sometimes C++ for low-level stuffs.) Even C++ is now out of fashion for at least a decade, anyone claiming that C++ is necessary for game programming is likely either an engine developer---a required, but very small portion of all gamedevs---or whoever haven't done significant game programming recently.

Also, the reason that single-header libraries are rather popular in C is that otherwise they will be so, SO painful to use by the modern standard. As a result, those libraries have to be much more carefully designed than normal libraries either in C or other languages and contribute to their seemingly higher qualities. (Source: Again, I have written sizable single-header libraries in C and am aware of many issues from doing so.) I don't think this approach is scalable in general.



> The mainstream game programming doesn't use C at all. (Source: I had been a gamedev for almost a decade

Game programming changed a lot, parent is talking about stuff older than 10 yrs

There was a lot of PC gaming in C/C++, and "Engine" were developed together with games for the most part. Think all the Doom and Quake saga

That's what he's talking about


Most libraries mentioned in the GP are less than 10 years old, except for perhaps stb libraries (dates back to early 2000s). Single-header libraries are definitely a recent phenomenon, possibly inspired by stb libraries after all.




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