C++ just sucks too much of my time by making me micro-manage my own memory, making me type far too much (hello std::vector<Thingy>::const_iterator it = lotsOfThingys.begin()
), and boring me with long compile times. What's the single best alternative for serious real-time graphics programming? Garbage collection is a must (as is the ability to avoid its use when necessary), and speed must be competitive with C++. A reasonable story for accessing C libs is also a must.
(Full disclosure: I have my own answer to this, but I'm interested to see what others have found to be good alternatives to C++ for real-time graphics work.)
Edit: Thanks everyone for the thoughtful replies. Given that there's really no "right" answer to this question I won't be selecting any particular answer. Besides I'd just pick the language I happen to like as a C++ alternative, which wouldn't really be fair.
I would say the D programming language is a good option. You can link to C object files and interface with C++ code through C libraries. D has garbage collection, inline assembly, and game developers have created bindings to SDL and OpenGL libraries, and are also actively working on new game development apis. I love D. Too bad my job doesn't demand it's use. :(
Real-time + garbage collection don't match very well I'm afraid.
It's a bit hard to make any real-time response guarantees if a garbage collector can kick in at any time and spend an undefined amount of processing...
As a developer/researcher/professor of 3D VR applications for some 20 years I would suggest there is no alternative (except possibly C). The only way to reduce latency and enable real-time interaction is an optimized compiled language (eg C or C++) with access to a fast relaible 3D graphics library such as OpenGL. While I agree it is flustrating to have to code everything, this is also essential for performanc and optimization.
I have very successfully used C++ for the engine, with the application written in Lua on top. JavaScript is also very practical, now the latest generation of JIT based JS engines are around (tracemonkey, V8 etc).
I think C++ will be with us for a while yet; even Tim Sweeney hasn't actually switched to Haskell (pdf) yet, AFAIK :-)
Would 'C' be too obvious an answer?
C# is a good answer here - it has a fair garbage collection (although you'd have to profile it quite a bit - to change the way you handle things now that the entire memory handling is out of your hands), it is simple to use, have a lot of examples and is well documented. In the 3D department it gives full support for shaders and effects and so - that would be my choice.
Still, C# is not as efficient as C++ and is slower due to overhead, so if it is speed and the flexibility to use any trick in the book you like (with pointers and assembly if you like to get your hands dirty) - stick to C++ and the price would be writing way more code as you mentioned, but having full control over everything including memory management.