to summarize some points from article.
'people know C because that is what is taught, and C is what everything is written in, and for'
no: a high number of programming degrees will suggest C++ as an introductory language. most of the time they don't even want to consider going into teaching real C cause it will just end up confusing to many students (one of my biggest anger issues at a C++ book is when it teaches C and says that it is C++ because there are differences), but they will usually also offer the same classes in C#, Java, and maybe a 4th or even 5th language if they have the instructor. the reason that they teach these languages is that they are all compiled object oriented languages that can easily have data-structures, and libraries applied (if not included by default). and your whole thing on 'everyone knows C, and all the jobs are in C' this is so much BS that I want you to cite you source cause just doing a google search on programming jobs only 1 in 5 will expressly require knowledge of C++ the higher majority (3 in 5) of them will require something like Java.
'computers these days have so much more processing power, and memory that they don't need something so heavily designed for high performance' then you go on to say that 'there are these portions that do need high performance'
first make up your mind either we do have so much system ability that we can sacrifice performance, or we need to keep an eye on performance. I have spent a good portion of my programing career correcting the mistakes of people who not only spouted, but fundamentally believed the former statement. they write code that does not clean up after itself, and that just ends up making a mess of things bogging down a simple operation that if done with performance in mind will have no impact, but ends up slowing EVERYTHING down.
'there are game engines like Unreal that allow for the lighter parts to be scripted, but the heavier stuff to be coded in C++[sic]'
the funny thing is that first UnrealScript is a love child of C++ and ActionScript, and the funniest part about your statement is that you write your AI code in UnrealScript, and the AI isn't even done in C++. if you purchase their $5,000,000 per seat license then you can write your AI code in C++, but yeah $5,000,000. then you still come into the fact that everything that is written in UnrealScript gets compiled anyways
the big issue with game development is that it has become to compartmentalized in the AAA space. for you indie space you have a small team that is probably coding everything, and directly implementing as they go. while in the AAA space you have an entire team working on the tools, and then when they are done the game is handed off to the level design team and they can cause grand problems for their un-knowledged. hows this I am willing to bet money that of those 10 studios, and 4 years to make AC: Unity at least 8 of those studios, and 3 of those years were spent making the tools for the game, and only the last 2 studios, and 1 year (if that) were spent assembling the game. the is necessitated by the issue that these "Level Designers" don't necessarily know how to use the tools they are given, and then either underutilized them or overtax them. something tells me that again AC: Unity the system was only designed for up to 900 AI agents on screen, but the people doing the level design through in an extra 100 just make it seem more "full" which is why framerate tanks.
the issue is not the language. the issue is that people either don't know how to use what they have, and therefore don't want to learn, or are unwilling to take the time to find the answer. there are hundreds of people in the programming community that spend a good portion of their work day on programming Q&A sites willing to answer questions.
'people know C because that is what is taught, and C is what everything is written in, and for'
no: a high number of programming degrees will suggest C++ as an introductory language. most of the time they don't even want to consider going into teaching real C cause it will just end up confusing to many students (one of my biggest anger issues at a C++ book is when it teaches C and says that it is C++ because there are differences), but they will usually also offer the same classes in C#, Java, and maybe a 4th or even 5th language if they have the instructor. the reason that they teach these languages is that they are all compiled object oriented languages that can easily have data-structures, and libraries applied (if not included by default). and your whole thing on 'everyone knows C, and all the jobs are in C' this is so much BS that I want you to cite you source cause just doing a google search on programming jobs only 1 in 5 will expressly require knowledge of C++ the higher majority (3 in 5) of them will require something like Java.
'computers these days have so much more processing power, and memory that they don't need something so heavily designed for high performance' then you go on to say that 'there are these portions that do need high performance'
first make up your mind either we do have so much system ability that we can sacrifice performance, or we need to keep an eye on performance. I have spent a good portion of my programing career correcting the mistakes of people who not only spouted, but fundamentally believed the former statement. they write code that does not clean up after itself, and that just ends up making a mess of things bogging down a simple operation that if done with performance in mind will have no impact, but ends up slowing EVERYTHING down.
'there are game engines like Unreal that allow for the lighter parts to be scripted, but the heavier stuff to be coded in C++[sic]'
the funny thing is that first UnrealScript is a love child of C++ and ActionScript, and the funniest part about your statement is that you write your AI code in UnrealScript, and the AI isn't even done in C++. if you purchase their $5,000,000 per seat license then you can write your AI code in C++, but yeah $5,000,000. then you still come into the fact that everything that is written in UnrealScript gets compiled anyways
the big issue with game development is that it has become to compartmentalized in the AAA space. for you indie space you have a small team that is probably coding everything, and directly implementing as they go. while in the AAA space you have an entire team working on the tools, and then when they are done the game is handed off to the level design team and they can cause grand problems for their un-knowledged. hows this I am willing to bet money that of those 10 studios, and 4 years to make AC: Unity at least 8 of those studios, and 3 of those years were spent making the tools for the game, and only the last 2 studios, and 1 year (if that) were spent assembling the game. the is necessitated by the issue that these "Level Designers" don't necessarily know how to use the tools they are given, and then either underutilized them or overtax them. something tells me that again AC: Unity the system was only designed for up to 900 AI agents on screen, but the people doing the level design through in an extra 100 just make it seem more "full" which is why framerate tanks.
the issue is not the language. the issue is that people either don't know how to use what they have, and therefore don't want to learn, or are unwilling to take the time to find the answer. there are hundreds of people in the programming community that spend a good portion of their work day on programming Q&A sites willing to answer questions.