While I generally agree with most of what is here (and in the linked post on not using rust for gamedev), moving to <i>C++</i> seems like it's a incomprehensible choice to me.<p>> At this point I've fully switched to developing games in C++, and I'm very happy with this choice.<p>Hm.<p>Well, I hope that works out for them, but if <i>iterating speed</i> and <i>quick prototypes</i> with <i>hot reloading</i> that <i>doesn't crash</i> is what people are looking for, I don't think anyone who hasn't spent 20 years programming in C++ is going to find it there (or possibly, anyone at all...).<p>I feel like as a small-moderate sized team, you really <i>REALLY</i> need a compelling reason not to pick UE / Unity / Godot.<p>The choice of language probably is less significant than the decision to use an existing engine rather than rolling your own.<p>For all the talk about prototyping and iteration speeds, and given they have:<p>> released a game on Steam in Unity, Unreal Engine 4, and Godot<p>I'm <i>astonished</i> that they haven't prioritized 'stick with one technology and ship more often' over 'try new things'.