usage of clutter for game development - c++

I'm a relatively new developer, and I'm looking to learn C++. I've had experience coding in java, javascript, actionscript, and python, but I want something fast enough to do some high performance 2D and 3D games.
When I eventually learn the basics (control structures, classes, etc) I'd like to develop a 2D game. I've explored various libraries for 2D graphics (cairo, sdl, openframeworks, clutter) but clutter seemed to be the most optimised for accelerated graphics and vector drawing.
Would clutter be a good fit for a 2D game? I realise that it maintains its own scenegraph unlike other libraries, but I've developed a flash game in the past, so I should be used to that.
Are there any performance issues I should be aware of? Has anyone else had experience doing heavy graphics with clutter?

I've done a lot of embedded systems work using Clutter, and am now doing a desktop project with it. It would probably be great for a desktop-based 2D game, with certain caveats:
Mainline development on the toolkit is very heavily Linux-oriented. I'm not sure how well the Windows, Mac, or iOS ("fruity") ports are maintained.
Documentation is sparse, and afaik there are no books. (I'm thinking of writing one.)
It's written in C, and natively exposes C-language bindings. While there are Clutter bindings for many languages including C++, you'll still need to understand the C-language bindings.
It doesn't natively use C++ objects. Instead it uses the C-based GObject system for single-inheritance objects, and even if you're writing to it with the C++ bindings, you'll need to understand about GObject some, too.
If you want to use it with threads, you have to use its threading system - not POSIX threads, or Boost threads, or anything else.
It can really beat the tar out of a GPU, so if you're doing something fancy, frame rates can be mediocre on some of the low-end Intel chips used in cheap laptops and netbooks.
That said, you can do amazing things with it. I really enjoy working with it, and once you understand how to do it, mixing-and-matching with C++ is a lot of fun.
Also, there's a really rockin' open-source conference called GUADEC where the Clutter folks hang. If you were to show up there in July 2011 in Berlin with a really fun Clutter-based game, people would buy you lots of drinks.

I must admit I've never heard of Clutter before, probably because it's not a Windows library and the majority of games developers work on Windows platforms. Similarly, most game developers (even indie/hobbyist ones) are not considering Cairo, or Openframeworks either. More common by far would be the use of SDL, although that is not fully hardware accelerated and thus not a good choice for modern games. SFML is an alternative that is growing in popularity, but most game developers these days are probably rolling their own OpenGL rendering on top of something like SDL.
By the looks of it, Clutter might be a good choice, and it certainly seems fully-featured. But sometimes the problem with the larger frameworks is that they become a bit of a walled garden and it's hard to integrate extra bits that you might need - for example, I don't know how well the input might work.
The other problem with using a less well-known engine is that if you go to https://gamedev.stackexchange.com/ or http://www.gamedev.net and ask questions, the community won't be able to help as much since they are not familiar with the technology you're using. You have to balance the cost of that against the potential gains that come from using an unpopular but actually very competent library. (As well as the possibility that these other guys know something you don't...)

Clutter is relatively new and there are not many applications that use it right now. Especially games. So you will have a hard time finding somebody who has experience with it for gaming purposes.
That said, clutter indeed has some interesting features that make it look compelling for the purpose, and I would even claim that for many types of gameplay the internal scene graph can even be an advantage to the game developer.
I would like to propose you another interesting option for 2D game graphics: Qt from Nokia.
While it is primarily a general-purpose GUI toolkit, it has nice proportions not every game developer would be aware of in first place. In fact, it has a fully-fledged OpenGL drawing backend which can be used to draw any widget, and to use any of Qt's canvas drawing operations.
Things go crazy as soon as you start to explicitely using a QGLWidget, which not only enforces GL drawing mode (which is not the default), but also allows you to mix your own GL drawings with Qt's drawing operations in the same context. You gain the possibility to not only use simple-to-use, high level drawing operations paired with a powerful event queue and efficient input handling; furthermore you keep the freedom to build-in more advanced, low level graphics in the future.
See this example. Note that you can mix native GL drawing freely with Qt's Painter functionality (if you take care of the GL matrix stack).

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Comparison between opengl and directX [duplicate]

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OpenGL or DirectX?
Not want to trigger war, but really want to know pros and cons of those two mainstream graphic library?
To be honest the hard part is not the API, it's the higher level 3d stuff. Below that both APIs have vertex buffers, index bufers, textures, shaders, and so on and although they express that in different ways it's the concepts that are the hard part not the API. If you understand d3d11 then you'll pick up opengl in no time and vice-versa.
Practical considerations are that opengl is available on more platforms, but that d3d tends to be better supported and work better on windows platforms. d3d has a more object oriented interface whereas opengl has a strictly "c" style interface (Although it deals internally with objects through "names" and handles). This likely makes opengl easier to start learning than d3d11 which needs quite a bit of setup - but in "real" applications there won't be much in it.
d3d11 is designed to work better on multi core cpus and mult threaded software. This adds some complexity to using it, but allows you to perhaps take more advantage of the hardware then opengl might at this point in time. (However if you are still at the stage of asking which to use then it's very unlikely to matter to you!)
it tends to be much easier to find documentation for d3d9 than opengl (I mean for "modern" stuff, not examples using obsolete ways of doing things, (which is a problem with opengl, a lot of the tutorials and code out there is frankly obsolete and doesn't really use opengl properly now). Whereas it's quite hard to find good d3d11 examples and tutorials still.
If you've not used either I would very much recommend learning the basics of BOTH and the slightly different approaches to the same underlying functionallity. Don't get caught up in saying one is better than the other, learn both and see which seems a better fit. This is what most people do, unfortunatly most of the "advice" you'll get on the internet seems be to from someone who has decided that pushing one or the other API is important to them!
I found it a useful excercise when learning to abstract out the differences with a small c++ framework that creates textures, vertex buffers, index buffers, renderstate collections etc, and implements those concepts in terms of BOTH apis/.
OpenGL is a cross-platform API for 3D graphics. DirectX is a restricted-platform API for graphics, audio, music, device input, networking, and more.
Fist of all, DirectX is a lot more than 3D accelerated rendering. I assume you are talking about Direct3D.
Anyway, here's my completely biased opinion:
Direct3D runs on Windows, Xbox, and sometimes Wine (depending on the particular application/game). Choosing Direct3D ties your product heavily to Microsoft platforms.
Coding in Direct3D (at least the last time I tried it, which was some years ago) makes rolling around naked in honey, walking up to a hornet's nest, and beating the tar out of it sound like a pleasant afternoon.
OpenGL runs on almost every platform imaginable and supports most of the same stuff that Direct3D does in immediate mode.
The OpenGL API is mostly clean and a joy to code against.

Which way to go in Linux 3D programming? [closed]

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I'm looking for some answers for a project I'm thinking of. I've searched and from what I understand (correct me if I'm wrong) the only way the program I want to make will work is through 3D application. Let me explain.
I plan to make a studio production program but it's unique in the fact that I want to be able to make it fluid. Let me explain. Imagine Microsoft's Surface program where you're able to touch and drag pictures across the screen. Instead of pictures I want them to be sound samples (wavs,mp3,etc). Of course instead the input will be with the mouse but if I ever do finish the project I would totally add touch screen input compatibility! Anyway, I'm guessing there's "physics" to do with it which is why I'm thinking that even though it'll be a 2D application I'll need to code it in a 3D environment.
Assuming that I'm correct in how I want to approach my project, where can I start learning about 3D programming? I actually come from PHP programming which will make C++ easier for me to learn. But I don't even know where to start. If I'm not wrong OpenGL is the most up to date API as far as I know.
Anyway, please give me your insights guys. I could really use some guidance here since I could totally be wrong in everything that I wrote :)
I would like to add that I'm most likely looking for tutorials, Linux 3D programming sites, source/demos (google failed me for the most part).
Note: I also understand this is not a project I'll finish in weeks, months and might take years. That's fine, I want to get C++ under my belt however long it takes. I'm just looking for opinions, sources, tutorials and things that might help me (as stated above).
I don't know much about the MS Surface, but I'm a musician and multimedia artist working mostly with code, so... My advice is very much different - it doesn't matter if it's Irrlight, Orge, pure OpenGL or anything else. If you don't know much about 3D prgramming you'd better start with something different. There are several environments for artists to work with graphics, multimedia and code. Try one of them and watch the projects made in each of them on the project's websitees and on Vimeo. I think most of what you want to do is already done, but still can be very inspiring. The environments that come to my mind are:
Processing - great prototyping environment by Ben Fry and Casey Reas. I use it always before coding anything serious as it provides me with all the multimedia and communication libraries i need, it's simple like hell and it's Java so you can easli deploy your apps after all! (As far as I remember there is touch surface library for Processing)
openFramewoks - same as above but C++, but it's less clean and still under development. It's very easy to prototype in Processing and code finally in openFrameworks as the latter was very much influenced by the former. (The touch surface library is implemented for oF for sure)
NodeBox - great and very powerful environment in Python. Has a very strange but great and intuitive (after all) GUI with some very unique methodolody of work!!
SuperCollider is a wonderful sound processing and algorythimc composition programming language with a very easy to code GUI library and graphics API. It gives you everything you ever imagined about sound programming functionality.
Pure Data - graphical approach toward programming. Made by Miller Puckett (the co-author of Max/MSP) with OpenGL (GEM extension) functionality provided by the guys from IEM in Austria.
Final good advice: Books!!! Programming Interaction (O'Reilly), a few books on Processing website, classic work - Computer graphics for Java programmers (great one, really!!). Read as well all the chapters about domain languages and domain knowladge in "97 things every programmer should know". It can really help!!
BTW: if you don't concider heavy real-time procedures thing about Java (Java2D, Java3D, JOGL) - it's millions times easier then C++ and Processing is actually Java, so you have a very good prototyping environment that can produce ready to use Java classes and applets. I used Processing in real-time theatre productions where stage movement was controlling the sound (syths and hardware samplers) all made in Processing, so this "heavy real-tme" means HEAVY real-time!!
If any further questions about this particular domain programming - don't hesitate to email me.
Coming from PHP won't make C++ any easier to you as riding a bicycle won't make driving a car easier.
Now, I think for Linux, your only choice is OpenGL as an API, and use any of the many wrappers, 3D programming frameworks, and what not available.
Maybe you can go into an easier language, like Python, and if there are OpenGL bindings (which I am pretty sure there is) you can use that, that would make the learning curve more easy and fast.
Update:
Today I wouldn't recommand Ogre3D for a lot of reasons (including very poor long-term interface, which defeat the purpose of a dependency for long term usage - although it does have nice performance sinc v2.1).
There is currently a lot of other alternatives which work well on Linux.
Ogre, using OpenGL on Linux-based OSes, will save your life and time, compared to using OpenGL that is your sole alternative.
That said, to use Ogre, you'll have to know a fair amount of knowledge and practice in C++.
And you will have to know about "graphic pipeline".
You can use C with OpenGL, that seem simpler, but it make you loos time by not providing higher abstraction of the graphic pipeline as Ogre does.
And almost all graphic engines are written in C++ anyway.
Now, if you try to learn C++, take a good book like "Accelerated C++", take a deep and long breath and please forget all you learnt about php before. Be humble in your search for knowledge and you'll get it faster.
You'll be interested in:
OpenGL (obviously)
Box2D (a 2D physics engine)
SDL (a portable media library)
You can find basic tutorials for them on the web. However, think if you really want to code in C++. The language is very powerful, but not easy to learn, and really hard to master. Wouldn't it be better to use a rapid development language like Python with PyGame?
Don't get me wrong -- I love C++ and it's my language of choice, but unless you're working on top-notch performance, operating systems or compilers, it may be overkill to learn C++'s up and downsides the hard way.
You need neither 3D graphics or a physics engine for this. The UI could even be done in a browser using some funky javascript.
However, the audio engine for something like this is going to be a pretty complex, performance-oriented beast, and is probably best done in C++ (or maybe OpenCL).
Finally, are you sure you're not reinventing Pure Data?
I prefer Irrlicht as a lighter, easier-to-learn, but less feature-complete API than OGRE.
It's literally possible to write a prototype in a few minutes in Irrlicht, and the code itself is easier to understand.
The best thing about it is that it would interface seamlessly with Irrklang, a sound library that may help you with your project.

What 3D graphics framework should I use for a real world game engine? [closed]

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I'm a C++ programmer with very extensive server programming experience. I'm however fairly bored at the moment and I decided to tackle a new area: 3D game programming, for learning purposes. Additionally I think this learning project may turn out to be good resume material in the future should I decide to work in this area.
Instead of creating a 3D engine from scratch I decided to emulate as exactly as I'm able an existing one: World of Warcraft's. If you are curious as to why (feel free to skip this):
It's a real world successful game
All the map textures, models and what not are already done (I'm not interested in learning how to actually draw a texture with photoshop or whatever)
Their file formats have been more or less completely reverse engineered
There is already an identical open source project (wowmapview) that I can look at if I'm in trouble.
ok, that was a long preface.. Now, my main question is the following: Should I use DirectX, OpenGL, wrapper libraries such as sdl, or what?
What's the most used one in the real world?
And, something else that perplexes me: World of Warcraft appears to be using both! In fact, normally it uses DirectX, but you can use opengl by starting it with the "-opengl" switch via command line.
Is this something common in games? Why did they do it? I imagine it's a lot of work and from my understanding nobody uses OpenGL anyway (very very few people know about the secret switch at all).
If it's something usually done, do programmers usually create their own 3d engine "wrapper", something like SDL made in house, and based on switches / #defines / whatnot decide which API function to ultimately call (DirectX or OpenGL)? Or is this functionality already built in in sdl (you can switch between DirectX and OpenGL at will)?
And, finally, do you have any books to suggest?
Thanks!
I realize you already accepted an answer, but I think this deserves some more comments. Sorry to quote you out of order, I'm answering by what I think is important.
Instead of creating a 3D engine from scratch I decided to emulate as exactly as I'm able an existing one: World of Warcraft's.
However I wanted to focus on the actual 3d and rendering engine, not the interface, so I don't think I will be using it [lua] for this project.
From these two snippets, I can tell you that you are not trying to emulate the game engine. Just the 3D rendering backend. It's not the same thing, and the rendering backend part is very small part compared to the full game engine.
This, by the way, can help answer one of your questions:
World of Warcraft appears to be using both! In fact, normally it uses DirectX, but you can use opengl by starting it with the "-opengl" switch via command line.
Yep, they implemented both. The amount of work to do that is non-negligeable, but the rendering back-end, in my experience, is at most 10% of the total code, usually less. So it's not that outraging to implement multiple ones.
More to the point, the programming part of a game engine today is not the biggest chunk. It's the asset production that is the bulk (and that includes most game programming. Most lua scripts are considered on that side of things, e.g.)
For WoW, OSX support meant OpenGL. So they did it. They wanted to support older hardware too... So they support DX8-level hardware. That's already 3 backends. I'm not privy to how many they actually implement, but it all boils down to what customer base they wanted to reach.
Multiple back-ends in a game engine is something that is more or less required to scale to all graphics cards/OSs/platforms. I have not seen a single real game engine that did not support multiple backends (even first party titles tend to support an alternate back-end for debugging purposes).
ok, that was a long preface.. Now, my main question is the following: Should I use DirectX, OpenGL, wrapper libraries such as sdl, or what?
Well, this depends strongly on what you want to get out of it. I might add that your option list is not quite complete:
DirectX9
DirectX10
DirectX11
OpenGL < 3.1 (before deprecated API is removed)
OpenGL >= 3.1
OpenGL ES 1.1 (only if you need to. It's not programmable)
OpenGL ES 2.0
Yep, those APIs are different enough that you need to decide which ones you want to handle.
If you want to learn the very basics of 3D rendering, any of those can work. OpenGL < 3.1 tends to hide a lot of things that ultimately has to happen in user code for the other ones (e.g. Matrix manipulation, see this plug).
The DX SDKs do come with a lot of samples that help understand the basic concepts, but they also tend to use the latest and greatest features of DX when it's not necessarily required when starting (e.g. using Geometry shader to render sprites...)
On the other hand, most GL tutorials tend to use features that are essentially non-performant on modern hardware (e.g. glBegin/glEnd, selection/picking, ... see the list of things that got removed from GL 3.1 or this other plug) and tend to seed the wrong concepts for a lot of things.
What's the most used one in the real world?
For games, DirectX9 is the standard today in PC world. By a far margin.
However, I'm expecting DirectX11 to grab more market share as it allows for some more multithreaded work. It's unfortunately significantly more complicated than DX9.
nobody uses OpenGL anyway (very very few people know about the secret switch at all).
Ask the Mac owners what they think.
Side question, do you really think hardware vendors would spend any energy in OpenGL drivers if this was really the case (I realize I generalize your comment, sorry)? there are real world usages of it. Not much in games though. And Apple makes OpenGL more relevant through the iphone (well OpenGL ES, really).
If it's something usually done, do programmers usually create their own 3d engine "wrapper",
It's usually a full part of the engine design. Mind you, it's not abstracting the API at the same level, it's usually more at a "draw this with all its bells and whistles over there". Which rendering algorithm to apply on that draw tends to be back-end specific.
This, however, is very game engine dependent. If you want to understand better, you could look at UE3, it just got released free (beer) for non-commercial use (I have not looked at it yet, so I don't know if they exposed the backends, but it's worth a look).
To get back to my comment that game engine does not just mean 3D, look at this.
I think the primary benefit of using OpenGL over DirectX is the portability. DirectX only runs on windows. However, this is often not a problem (many games only run on Windows).
DirectX also provides other libraries which are useful for games which are unrelated to graphics such as sound and input. I believe there are equivalents which are often used with OpenGL but I don't think they're actually part of OpenGL itself.
If you're going to be locking into windows with DirectX and you are willing to/interested in learning C# and managed code, I have found XNA to be and extremely easy platform to learn. It allows you to learn most of the concepts without dealing with a lot of the really tricky details of DirectX (or OpenGL). You can still use shader code and have the full power of DirectX but in a much friendlier environment. It would be my recomendation but again, you'd have to switch to C# (mind you, you can also put that on you're resume).
You might want to look at some projects that encapsulate the low level 3d api in a higher level interface that is api independent such as Ogre3D. As you are doing this to learn I assume you probably will be more interesting in implementing the low level detail yourself, but you could probably learn a lot from such a project.
if you are really only interested in the rendering part, i can suggest ogre3d. it is clean, c++, tested and cross-platform. i used it in two projects and compared to other experiences (torque3d for example), i liked the good support (tutorials/wiki/forum) and the not so steep learning curve. i think someone can also learn a lot by looking at the sourcecode and the concepts they have used in the design. there is a accompanying book as well, which is a bit outdated, but it is good for the start
the problem with this is, you will be thinking inside this engine and soon you will need gameplay-like (timers, events) elements for simulating and testing your effects or whatever you want to do. so you will end up working around ogre3ds shortcomings (it is not a game engine) and implement in on your own or use another middleware.
so if you really want to touch 3d rendering first, i would take some computer graphics books (gpu gems, shaderx) and see some tutorials and demos on the web and start building my own basic framework. this is for the experience and i think you will learn the most from this approach. at least i did ...
I'm doing some OpenGL work right now (on both Windows and Mac).
Compared to my midnight game programming using the Unity3D engine, usingOpenGL is a bit like having to chop down your own trees to make a house versus buying the materials.
Unity3D runs on everything (Mac, PC and iPhone, Web player, etc) and lets you concentrate on the what makes a game, a game. To top it off, it's faster than anything I could write. You code for it in C#, Java (EDIT: make that JavaScript) or Boo. (EDIT: Boo support has been dropped)
I just used Unity to mock up a demo for a client who wants something made in OpenGL so it has it's real world uses also.
-Chris
PS: The Unity Indie version recently became free.

Programming in gamedev (performance related)

I am just wondering how some things work in gamedev:
I know, that the performance is actually crucial so there is still (and I think never will be) no place to use managed languages/platforms as Java/.NET just because of their performance. But... recently I have read somewhere here on SO, that even though people creating games use C++ as a primary language, they actually do not use STL or Boost (or a lot of them). In think it has something in common with performance, right? If I am wrong, could you please tell me what are the reasons to avoid those libraries (that I think make developer's life much easier)? Is it because of licensing (Boost)? And what about EA's version of STL? Do other studios make their own versions too?
How "close to metal" game programming really is? Do you go deeper and closer to the machine? Do you sometimes use Assembly for critical inner loops, or C++ is actually the lowest abstraction layer that you use at the moment? I assume that in such products where performance is the most important thing profiling is very, very common task - but are you sometimes forced to use assembly to speed some parts up, or good C++ is "good enough"?
Edit:
Sorry, It may not have been clear, but I am interested in answers from people having game industry experience. I am not interested in some assumptions given by people who do not have commercial experience in game development. I am also not interested in examples of some niche-games created in C#/Java whatever. However if you know a product that looks better than FarCry2 (just and example, but your favourite modern great looking game name here), and is written entirely in Java/.NET, and has similar performance to FarCry2... do not hesitate to mention this product! Thanks.
1.
Contrary to some beliefs, the STL is quite optimized and not at all bad code. The reason for why most game studios don't use it is memory. You don't have as much control over memory allocation and deallocation as if you would write your own version of the STL containers. This is also the reason why managed languages are not preferred.
Writing your own containers will let you write cross platform code and do memory tracking easier. This is especially true on consoles where, for instance the PS3, requires detailed knowledge of the hardware in order to get the best performance out of it. Which usually in the end means that you need full control over memory flow between the PPU, SPUs and RSX.
2.
Assembler is only "required" (in quotes since it's not actually required but helps) for very specialized operations, e.g. math library functions. What's more common is SIMD intrinsics which vectorizes the code. However, most studios have legacy code which is quite optimized and since these optimizations are quite low level it's not code that needs to change greatly between hardware generations. I'd say on consoles it's much more common that you use lower level code.
I know, that the performance is actually crucial so there is still (and I think never will be) no place to use managed languages/platforms as Java/.NET just because of their performance.
No, you don't know this. You think it, you want to believe it because you romanticize game development, and because you think high-level languages can't be fast.
.NET performance is perfectly good enough for 90% of the games out there. And it's only going to get better. There is no inherent reason why managed platforms must be slower. They have the potential to be faster because they're JIT'ed. In practice, their performance tends to be about the same as reasonably good C++ code, much better than typical C++ code, and slightly worse than really good C++ code. And most big games use more than one language anyway. They use scripting languages, like Lua or Python, or some home-brewed stuff, all of which are orders of magnitudes slower than .NET.
Similarly, there is absolutely no reason why most of your game couldn't be written in .NET. And then the three really performance-critical functions can, if necessary, be ported to native C++ later.
But... recently I have read somewhere here on SO, that even though people creating games use C++ as a primary language, they actually do not use STL or Boost (or a lot of them). In think it has something in common with performance, right? If I am wrong, could you please tell me what are the reasons to avoid those libraries
Same as you're guilty of above... Superstition about game development. "Oh no, we can't afford to use other people's code! It's far too inefficient". Game development is stuck in the 80's in terms of programming practices and methodologies. In other words, don't worry too much about what other game developers do. If the STL or Boost make your code easier to write, then use it! And then, if you experience performance problems, profile it, and if necessary, replace that particular library component with your own.
But most of the STL is literally zero overhead. And 95% of the code in any game is not performance critical. Treat game development like you would any other programming. Don't treat it as some magical land where every line of code must be perfectly optimized and where normal rules don't apply.
And what about EA's version of STL? Do other studios make their own versions too?
As far as I know, no. EA made it partly for internal use, but also as input to the C++ community as a whole, as an example of what they (and a lot of game developers) would like to see from future revisions to the standard (it was submitted to the standards committee as well)
I can recommend the book C++ for game programmers. It has an in-depth discussion of the performance cost of c++ features such as the STL, exceptions and RTTI. It also touches on having your own memory manager, and various common performance optimizations.
Appearlenty there is a new edition out, but it has a different author. What's up with that?
About 1:
I haven't tried EA's STL version, but I can confirm from my own game development experience that the STL can sometimes be a bottleneck. So far I was always able to find workarounds though.
Boost can be very helpful, but it really depends on the particular part of boost whether it's helpful or not for performance-critical code. For example, Boost::filesystem was very useful for me, whereas boost::signals was barely useable due to very poor performance. So I implemented my own signaling library using FastDelegates instead.
About 2:
Most of the time you will get away with regular C++ code. Once the game is running and you can identify bottlenecks with your profiler, you can start optimizing those pieces of code. And even then, you might not have to write any assembler code if you do it right.
For example, my custom-built 2d game engine runs without hardware acceleration. I developed it when 3D drivers were still quite buggy and most casual gamers have outdated graphics card drivers, so compatibility was more important than pure performance at that time.
Still, in our game latest game Gemsweeper, we are using a lot of alpha blending with 8-bit alpha masks and the game still has to run on 500 mhz cpu's. So alpha blending turned out to be a performance critical area.
To optimize this, I've used the VectorC compiler so that I could take advantage of MMX, SSE and the like without having to write assembler code. But the same code can be fast on one CPU and slow on the other (e.g. Intel vs. AMD), so I also compiled the alpha blending code several times with different optimization settings. The game runs a benchmark at runtime to find the fastest blitting module for each blitting method and uses that module from then on.
I've compared the result with some other 2d blending libraries, one of which claimed to be pure hand-optimized assembler and my engine had about the same performance in average, as measured on different CPUs.
Bottom line:
Do not optimize without measuring first and think about alternatives before starting to write assembler. This usually wields good enough results and wil save you a lot of time.
We use 'STL' (ie. the standard C++ library) and a small amount of Boost. However some of it is avoided or frowned upon (std::map, std::list, boost::shared_ptr) typically for the over-exuberant memory allocation policies or poor cache coherency. These can typically be worked around, eg. with custom allocators, but instead we have other approaches to the same problems with their own benefits.
As for how close to the metal it really is, it depends. In our project C++ is the lowest level we go. In another project in this studio, there is a little assembly, especially on the non-PC platforms. These days in certain projects you're just as likely to be limited by the GPU as by the CPU so the days of low level code optimisation are getting fewer and the days of optimising shaders and art assets are growing.
Be wary of claiming that Java/.NET etc is never used however. Not everybody needs the performance of FarCry2 (which is a pretty excessive spec) which is why you're seeing more and more games written in managed languages with C++ just for optimisation.
It is true that in game development, STL is not used. In spite of what certain people always rush to claim, they also never use Java or C# or other managed languages.
I'm not talking about small X-Box Live Arcade downloadable games or web browser games, or such things. I'm talking about high-end development in AAA games.
They don't use STL. However, they do use their own custom implementations that look a lot like STL. There will be smart-arrays, there will be hash tables, there will be smart pointers, they just won't be STL.
Consoles have some performance characteristics that are very different from PCs. Even game projects that exclusively target PC are usually using codebases that have been used for console projects in the past. A lot of tweaking goes into making the basic template structures work as desired.
Most game studios also want code that they can adapt to other platforms. Locking into an implementation from MS/Sony/Nintendo makes for a lot more pain when it comes time to port the game to a new platform. The provided template libraries (which aren't necessarily STL to start with) are often less than stellar. At least they are that way early in the hardware cycle when a studio is ironing out the engine they plan to keep using for the next five years.
At the studios I've worked at, I've certainly seen a fair degree of "not-built-here" attitude to dismiss third party code. Sometimes it's justified, sometimes it's not. In the case of basic data structure templates, it typically is.
As for your second question, assembler is occasionally used. But only in isolated situations where a large volume of math needs to happen very frequently. An entire engine might contain two or three smallish files of asm blocks.
You can find out for yourself (to a degree) by looking at game SDKs.
Almost all the id Tech 4 games (DooM III, Prey, Quake IV, ET:QW) have SDKs out, complete with physics, script, AI, math, etc. systems included. The only asm used is for specialized math code, everything else is pure C++.
Crytek has a Crysis SDK out (you'll need the game installed to install the SDK though) and Far Cry SDK.
Valve has the Source SDK available to anyone who has purchased a Source game through steam.
There are a lot more if you look. A lot of the code isn't particularly clean or flexible (sometimes not even fast), but I suppose it's easier to adjust things in code you've written as opposed to monolithic libraries full of hard to understand template-fu.
No, you are largely wrong. Both .NET and Java have been used in commercial games, certainly on Windows (and probably on consoles too).
STL is also used widely, I know that quite a large proportion of amateur games developers use it.
Probably the main reason for not using STL is inertia, and using third party libraries/engines which do not.
I imagine that historically on some platforms, good STL implementations were no available, especially on RAM-limited stuff like PS2.

Is the PS3's Cell architecture the wrong platform to be learning game programming?

I have an opportunity to attend Sony licensed training classes to learn about programming with the PS3's cell architecture.
However I only have a rudimentary knowledge of C++ and was wondering if the PS3 is a bit of an overkill for a starter aspiring game dev like me.
And also what is the best resources to get me to a decent level in C++ graphics programming in about 2 months time?
I bet it will be fun and whatever you learn in the course will help you become a better programmer.
Finally a question about my day job.... :)
A lot of what you learn about PS3 will be applicable to other architectures, as parallel programming is starting to look like the future. A lot of the parallel techniques used on PS3 are directly applicable on Xbox 360. I suspect a lot of the future game consoles will be going in the same direction, and we'll all need to start thinking about parallelization a lot more than we may currently.
That said, if you have only a rudimentary knowledge of C++, a lot of the material may be over your head. It depends on what you want to get out of the session I suppose. Are you looking for an intro to PS3, or were you hoping to be able to start making games in PS3 Linux the day after the conference?
Assuming you can afford it, the info will be interesting and probably helpful. I wouldn't pass up an opportunity like this unless you feel the cost outweighs the benefits. (I'm assuming there's a cost, I don't really know.)
Game programming resources are all over the net. If you want to do a crash course in C++ I'd pick up C++ Primer by Lippman et al. If you want a crash course in graphics then Real Time Rendering is the best starting place, along with a good book on math like Eric Lengyel's Mathematics for 3D Game Programming. Dig through some OpenGL or D3D tutorials as well; even if neither is commonly used on PS3 the principles are the same as any API.
The problem isn't so much that a PS3 is overkill, it's that the Cell processor is notoriously difficult to program to it's potential. The highly parallelized architecture is potentially quite powerful, but it's not easy to actually get that performance.
I think it's a great architecture to prepare for the future (multi-core programming). However, for most practical purposes you are actually better off learning windows-based game development since startup costs with consoles are much higher. For example, it would be much easier to start coding for DirectX.
So yes, in some ways you're seeking trouble. If you do decide to go with the PS3, make sure to check out the MIT PS3 course.
No not at all, it's just going to be harder if your use .NET as your primary language. If you want to use .NET I would recommend C#/XNA for the XBOX 360.
Edit:
Here is a great link to get you started: http://www.cag.csail.mit.edu/ps3/
I think if you have the opportunity to attend vs doing nothing at all you should definitely go for it. The payoff from learning something from someone that knows more than you is a gift that a lot do not have. The fact that it's from a licensed trainer makes it all the more worthwhile.
He's specifically talking about LEARNING C++ while learning the PS3 architecture, libraries, special tricks, etc. I would not suggest doing that. You need to be strong in your C++ kung fu to code well on the PS3 and you will make a huge fool of yourself if you show up and don't even know the language.
Worst off you will be wasting professional developer's time. They could actually use the info but you'll be eating up time with newbie questions you should already know.
I'm not trying to be mean; I wouldn't go either because I don't know C++ very well. Just try to be considerate of the other people that payed to go there.
I've been teaching myself Cell processor programming (in C) for the last couple of months. It is definitely not the best place to start, since successfully programming the Cell requires mastering a lot of skills: C/C++, pthreads, libspe, the various types of communication on the cell (DMA, Mailboxes, Signals, Interrupts, Atomic I/O). To make this harder, the documentation for the Cell can be cryptic, hard to find, and wrong. If you use a more common platform (XNA, pyGame, SDL), there will be a much larger community of users. That is not to say that there isn't any community of users for the Cell, just that it is smaller. And even though there are other environments where one might find multi-processor programming, it can be difficult to translate techniques for these environments to the cell, due to its unique architecture. Also, using a standard PS3 with linux won't allow you to access the graphics hardware.
But it's not all bad. Learning the PS3/Cell will teach you a lot about programming close to the machine. You really don't have any choice, as there are not very many abstractions available to the programmer. Each SPU on the Cell has 256KB of local memory and if you need more than that, then you will need to figure out some sort of scheme to issue the correct DMA requests to bring the right values into memory at the right time and (hopefully) keep the SPU busy doing something while that DMA request is in flight. Learning the Cell
So, maybe not the best platform for learning, but given that you have the opportunity to take classes from Sony, this sounds like a good opportunity.
In any case, if you are interested, the book from Scarpino is a great reference, and has a couple of chapters about game programming on the cell with the OGRE engine, which might also be interesting to you.
Although I have no experience developing applications on the 360 or the PS3, I have done a lot of research into the various merits of the two platforms. I have used C++ for a long time now, and even though I've built several MFC and BeOS applications with it, I've build a number of UNIX server applications with it, and still the console game environment is significantly different.
The PS3's Cell chip is really quite a beast to tame, as others have said here, and takes a Carmack-level of talent to properly utilize. That being said, there's nothing wrong with attending a course if it's free, especially if you get to meet people that have developed games before and could give you some advice.
If you want to develop games for a console, the best bet for someone with only a rudimentary knowledge of C++ is to use the C#-based XNA kit for the Xbox 360. If you're familiar with the way C++ works, C# isn't that hard to pick up. In fact, I'd argue it's a much smaller learning curve than to make the jump to multi-core, multi-thread Cell-based programming. If you've never developed kernel-level applications before, you should steer clear of that sort of thing until you're ready. Two months is not enough time.
There are a number of points that make the XNA platform very compelling for aspiring console developers, not the least of which is the relative safety of C# vs. C++, and the fact that XNA games can be sold through the Microsoft marketplace.
I don't know of many PS3 games that have been developed single-handedly, but there are a few examples on the 360 such as Braid that are pretty much solo efforts. The XNA examples are also quite interesting and educational.