That's fairly rude to the guy, and doesn't make your point any stronger.
I've worked with exceptions before, it leads to try/catch spaghetti code.
You can't possibly know instantly all the exceptions to handle for a function (given it calls other functions w/ exceptions), whereas, if it returns a fixed bunch of error codes, then you can know why that specific function failed and handle appropriately.
Doesn't help that (language) exceptions typically have awful codegen.
That's fairly rude to the guy, and doesn't make your point any stronger.
I've worked with exceptions before, it leads to try/catch spaghetti code.
You can't possibly know instantly all the exceptions to handle for a function (given it calls other functions w/ exceptions), whereas, if it returns a fixed bunch of error codes, then you can know why that specific function failed and handle appropriately.
Doesn't help that (language) exceptions typically have awful codegen.
There's a reason nobody uses them in game-dev.