Quote: "No, no, no! MSVC++ is slow, not cross platform, horribly bloated and requires hard to read code for the vast majority of things if you use the Win32 API."
1) It's quite efficient for me, even in a VM with Vista as a host on 1GB of memory. D:
2) This is Microsoft we're talking about. Platform-independent is the standard.
3) Win32 is often ugly, but that's MSVC's fault how?
Besides, it's the standard in the industry. I've never heard of professional teams using anything else, but I've heard of them using VC++ consistently.
Quote: "I'm sure he could, but that wouldn't change the fact that MSVC++ is slow? It would only appear faster, that's not the same thing last time I checked."
If it honestly were slow, you'd be correct. If you ever download the Express edition of VC++ 2008, you'll know why we're supporting it. It is so much nicer than Bloodshed.
Quote: "What is the standard compiler used for commercial games? Or is there one?"
MSVC++. Jeku (who's in the industry) supports that with this statement:
Quote: "I'm not saying you're all interested, but for those of you that want to get in the game industry, get used to Visual Studio."
Quote: "As for it being bloated; I don't really think so, although maybe the version you tried was."
If he tried the Professional version, I can see where he might say it's "bloated." Unless you really know what you're doing, it seems to have far too many features. But of course, that's what the Express version is for.
Quote: "MSVC++ is undoubtedly the best IDE/compiler you'll get."
Definitely. It's as good as it gets (though the Intel Compiler beats the compiler side of it by a fair bit, from what I've heard).
Windows Vista Home Premium Intel Pentium Dual-Core 1.6 Ghz 1GB DDR2 RAM GeForce 8600GT Twin Turbo