Modern C++ gamedev: thoughts and misconceptions
After years of experience writing code for games, I find that the dumbest code is the best code. It doesn't matter if it's C# or C++, whenever I've used something like reactive extensions or template metaprogramming, it has been a terrible mistake every single time. Make your code simple, dumb and verbose all the time. Avoid using any complex abstractions or any overcomplicated syntactic sugar and you'll have a codebase that anyone can jump into and quickly be able to add features without introducing bugs (at least less likely). This matters more than anything else.