How about people like Inigo Quilez? I'd say they're still quite high profile in today's landscape. And the main thing is I think there's just way more people in the field overall today too, not everyone can be famous! It's totally fine to not be as high profile as literally one of the most well known people in a field, it's fine to just do it because you enjoy it! The math and art of graphics (and games in general) programming is beautiful in and of itself.
Good engineers should understand what goes on underneath them in the stack (at decreasing accuracy probably the more layers away it is) if they care about their craft and the quality of it, even if not in perfect detail, if you're just acknowledging that you've never even tried, then perfect! The AI "revolution" is just right for you.
In a game development context, especially where C++ interop is involved and a lot of code lives across a boundary where memory is owned by C++ but you want to avoid/minimize marshaling overhead or just generally maximize performance, the unsafe keyword is quite handy, but outside of those you can indeed probably get around by approximately never using it.
There's a lot of power C# gives you if carefully curated, making a lot of cases where people previously might have seen C++ as the only option as suddenly quite viable.
... See also the somewhat arcane Unsafe.As etc APIs
Literally any familiarity with the lore and it just makes sense, the kind of people the 40k lore would resonate with are unlikely to be AI chuds in the first place.
Though then again people do usually look way past any/all subtlety that might once have been intended and any franchise-ification of something usually destroys the remaining of originality as it becomes a facsimile of its original self.
But GW do seem to take reasonably good care of their IP and world, so I respect them for resisting the imminent slop-ification at least a little bit, there's enough shitty 40k work out there in both book and videogame form already. I'm sure the Abominable Intelligence will come for them eventually too, but until then, the emperor protects.
If anything OOP might actually be detrimental to many game engine applications (in a modern computing context in regards to the kind of data layouts and implementation patterns it encourages), and traits and "traditional" OOP (if you exclude implementation inheritance, which is largely cursed anyways) are real close together anyways, I think Rust is a great fit specifically for game engines at least, for gameplay programming I'm not as certain but for anything where you're mostly managing essentially data pipelines that need to go very fast and be reliable and not crashy, Rust is a great fit.
LLMs are here and Google Translate is still bad (surely, if it was easy as just plugging the miraculous perfect llms into it, it would be perfect now?), I don't think people who think we've somehow solved translation actually understand how much it still deals extremely poorly with.
And as others have said, language is more than just "I understand these words, this other person understands my words" (in the most literal sense, ignoring nuance here), but try getting that across to someone who believes you can solve language with a technical solution :)
The part of this that always confuses me is like nobody's aware gamejams exist, this has been a thing long before the LLM craze and people have been producing decent games on very limited timespans already, but people are forgetting how insanely high the bar is now, LLMs do not even remotely begin to fix the problem of your competition being incredibly stiff.
Just look at something like ludum dare and all the top entries (out of thousands of games submitted) are all usually quite polished given the timespan.
Damn, why not just be happy for people? We're all different, and I might be an outlier here but I think very few people actually "hate" people, unless they've wronged them in some very particular way, at least for me personally someone has to have gone very far in wronging me or my friends for me to "hate" anyone!
It's not all or nothing, you can combine approaches :)
And if you're learning an alphabet where before you know 1000-2000 unique characters, you can't reasonably read anything, it's still very useful!
Plus who says that repetition techniques can't include context (like sentences for instance?), Bunpro being a pretty good example of this for learning Japanese grammar
Obviously don't just use SRS all day, consume media, read books, etc.
How do you think that "working hard" bit works and produces results?
Repetition!
If you're learning a language and trying to learn vocabulary, a new alphabet, etc, anything that involves lots of recall being necessary, spaced repetition is an excellent aid because without the basic shit you can't do any of the rest.
Plus it's supposed to be consistent over a (very long) time, not a "quick fix" so it's actually really the opposite of the "get slim quick" type schemes.
It's probably not especially useful when you're not cramming stuff/trying to build up a base to stand on, which lets you actually get on with the actual meat of the learning.
Eating reams of butter and cheese is a hell of a lot easier to sell than "hey you wanna go on this organ meat diet?" even if that's probably a lot more technically accurate
I just think things could be a little more aligned as I use C++ daily and often end up interacting with many different libraries and each has their own slightly idiosynchratic String/Vector/etc type, which quickly makes life.. interesting
But I see the point in it helping C++'s unusual longevity as well
Huh right I see, I do like the idea of that and I wish that is what the actual C++ stdlib was more like, it would make my life of using C++ a lot more pleasant than it currently is :)
(also sorry my initial comment came off like ragging on your library, it wasn't meant that way, it was more of a commentary on the overall state of the C++ ecosystem, so I appreciate people with a slightly broader view like yours!)