I don't really know what you're talking about.
Unreal Engine's core was written in C++.
There's also Irrlicht and Ogre on the open source side.
Game programmers don't usually dwell optimizing for bits, at least not most of them.
STL's generic
implementations might not be well suited for professional games, but its design is decent. That's why
EASTL was written.
C++03 and I guess before that as well allows overriding the new operator, giving you complete control over allocation, and deallocation (implicitly with delete).
C++'s moto is abstraction "without" an impact on performance. So if you use polymorphism, it's because you would have implemented it on your own, had to debug it, and had to up keep with all the additional separation from the community.
C++ is not only an OOP extension over C. It also has template (generic programming) paradigms implemented to it which some deem even more important that OOP. They are orthogonal concepts (you don't need to go OOP to go templates or vice versa)
What you posted is a perfect counter example to what you were saying.
I think that any one man's personal experience is not enough to make a judgement about the industry. What matters most are people that go behind real commercial products that are being developed industrially.
Some other notes:
- DirectX is developed to be naturally used in C++. Most games are developed against the DirectX API (specifically, D3D).
- C++ provides abstraction
without an impact on performance
if you don't use the features. It's a pick and choose game.
- C++ is used more widely in game development company's than C. Check any game programming job listing.