That&#x27;s partly true. However, you do get rid of the complexity you never wanted in the first place. For me this is<p>OOP, RAII, C++ allocators, exceptions, references, vtables (see my post about runtime recompiling), templates (mostly), C++ standard library (I&#x27;d have to write my own vector for fast compilation. I&#x27;d have to write my own hash map to get contiguous storage (IIRC))<p>C is by no means optimal, but it&#x27;s still one of the least bad languages to write games with.