And I would have been willing to speak up for you back then. (I'm willing to speak up for you _now_!) But I never heard anything until years after it was too late (at least, too late for C++11 and C++14).
I think generally gamedevs ignore the standard libraries so we just snipe at their bloat and complexity as it’s not practical to dig in adequately to share a deeply informed opinion on why each edge case doesn’t justify a new set of features.
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On the core language, I think we all do like the general direction (lambdas, modules, concepts), and dislike the complexity growth, but extrapolating from just my experience here: whenever we dig in we do recognize the necessity for each quantum of complexity growth.
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