Maybe it's just me, but isn't JavaScript still looked down on? There's a reason languages are being written on top of it, and lots of frameworks to patch up the terrible usability of it. Just because it's popular doesn't mean it's great.
Yeah, somewhat. However, despite frameworks like Node, JavaScript is a client-side language. So even if you fuck up horribly with it, the damage you cause will be minimal. Not so with PHP.
Unreal Engine is the most used Game Engine in the industry (not counting indie/mobile games w/ Unity), especially for AAA games. HeartBreak shared the list. For professional development the Unreal Engine makes it possible to make amazing games with a small team of programmers, iteration time is fast making development a lot faster than before or trying to use a custom engine without well developed tools.
I don't think he's saying cars are bad, he's pointing out lots of flaws in the design of roads and living areas. He's bringing up the inefficiencies that lifestyle has, suburbia he argues brings a lot of inefficiencies.
I LOVE driving. But Los Angeles is complete shit due to the suburban sprawl, lack of a well designed connectors and ramps, lack of well designed roadways for the throughput, etc. Los Angeles is a prime example of why Suburbia sucks. This article hits all the right points.
There's a lot of artificial inefficiencies we've imposed on ourselves due to lack of forethought, stubbornness, resistance to change, or many other reasons. Sadly, it's impossible to fix anything in a quick manner.
Even with C++, a modern flexible C++ game engine should be mostly data driven. For flexibility and being able to have faster iteration times, changing data at run-time and seeing results almost instantly is necessary, with the level of quality people demand from games these days.
Granted that's not the case across the board, but people have been pushing for data driven C++ game engines for years.
As far as I'm aware the state of the art tooling at some studios is far greater than any demos from the Lisp world, though I don't think it's beyond a much smaller number of Lisp programmers to accomplish. e.g. one simple feature being able to take any pixel on the screen and trace back through what calls produced it. Studios also usually support live changes as you edit code/data (often times the code is in a simpler language like Lua when it doesn't need to be core code, I hope no one pretends C++ is anywhere close to as flexible at changing live as Lisp...), and of course all sorts of world / level / map editors with varying degrees of integration with your asset pipeline -- having a "game"/simulation whose purpose is to build your actual game is often nicer to work in than the code such a tool outputs directly, even after a macro treatment. I don't care if object x is at vector v and y is at vector u, I just want this character standing here and that character standing there, and maybe have a tool to quickly snap them to the same plane. (Incidentally this uncaring about absolute values in the coordinate system at least up front is what turned me off from PovRay on Linux...)
Then there's a rich variety of third party tooling for specific things you become aware of when you start to have studio levels of money to buy licenses, and those typically don't have Lisp wrappers.
Still, CEPL is pretty sweet, and in the related bin it's neat to see things like Flappybird-from-the-ground-up-in-the-browser through ClojureScript and Figwheel. For a beginner who doesn't have access to the best tooling in the industry, or even an amateur who just wants to make a simple game, there are a lot of good (and good enough) options. Even behemoths IDEs that force you to relaunch a scene to load your newly compiled changes aren't so bad, given that because the language you're working in probably starts with C it's also a given that state management is harder than with more functional-programming-friendly languages so it's much easier to reason about your game scene when you're always starting with a fresh state. Raw OpenGL with C++ should probably be discouraged unless the person is explicitly aiming to become a pro at a big studio (in which case they might be better off learning DirectX)...
The buffering tends to be pretty bad for me, not very aggressive or just bad. The initial loading takes a little long, especially considering I'm on fiber at work right now. This 1080p video isn't buffering very quickly. Switching stream quality takes a bit long, even switching down to 360p.
At home Steam struggles on game trailers, usually after going fullscreen for some reason; if I don't go fullscreen it can be okay.
I don't know what other people's issues are with it, but generally the experience isn't entirely smooth, and for some things there aren't fallback methods when problems arise things just go to shit.
My recent negative experience with graphics drivers. I had a Nvidia gpu set with a proprietary driver, switched to an AMD gpu, and then x server fails to start. I didn't know how to fix this on the command line. I had to pop the Nvidia gpu back in, switch to the open driver. After switching back to the AMD gpu there are serious graphical issues that make it impossible to accomplish anything; this same AMD gpu used to work just fine when side-by-side with the Nvidia card, only recently had this issue after the Nvidia card was removed. This experience is very grating. Windows handles gpu swapping with multiple driver installs very well, I didn't have any negative experiences with it on my desktop. I haven't touched Linux for weeks because I dread having to spend time fixing this when I can easily boot Windows and work without issue.
A friend of mine when he graduated got a base developer salary of $90k in 2011, shares & benefits (whatever that works out to), and I think $10k bonus for every year he stayed with Amazon. He worked in the Seattle, WA, area.