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Mono for Unreal Engine

mono-ue.github.io

11–20 of 98 posts

Re: Mono for Unreal Engine

#11

A good thing. The C# bindings for Unity are great for scripting - the language is surprisingly suited to lightweight logic. This should be a nice gift to developers not yet familiar with C++.

For 'lightweight logic' maybe, but using GCed language for almost all logic executing every frame is bad idea.

Re: Mono for Unreal Engine

#14

C# is Unity's main programming language, now there's this for Unreal, and Godot 3.0 will also have C# support. Is C# becoming the lingua franca of modern game engines?

Nope. This project is using patched engine and easily could be in the same position as present Linux support (which is "Builds for, not working well").

Re: Mono for Unreal Engine

#17

A good thing. The C# bindings for Unity are great for scripting - the language is surprisingly suited to lightweight logic. This should be a nice gift to developers not yet familiar with C++.

For 'lightweight logic' maybe, but using GCed language for almost all logic executing every frame is bad idea.

C# has value types, it takes some careful coding to avoid GC stutters, but imo not nearly as careful as C++

Re: Mono for Unreal Engine

#18

Earlier quoted context omitted.

For 'lightweight logic' maybe, but using GCed language for almost all logic executing every frame is bad idea.

C# has value types, it takes some careful coding to avoid GC stutters, but imo not nearly as careful as C++

Uh, what? C++ doesn’t have garbage collection. Did I misread this comment?

Re: Mono for Unreal Engine

#19

A good thing. The C# bindings for Unity are great for scripting - the language is surprisingly suited to lightweight logic. This should be a nice gift to developers not yet familiar with C++.

For 'lightweight logic' maybe, but using GCed language for almost all logic executing every frame is bad idea.

Just because it's GC'd doesn't mean it's constantly allocating memory. Optimizing the most common heap allocation sources isn't very difficult (especially compared to the nightmare of manual memory management).

I recommend running the Roslyn Clr Heap Allocation Analyzer extension for VS for a few days - it helps to learn which language features and APIs implicitly allocate objects (or box value type objects).

Plus, modern GC implementations are super clever and efficient (as opposed to the implementation used by Unity, which unfortunately rather sucks, but I hear they're working on swapping it out).

Re: Mono for Unreal Engine

#20

Why is this interesting.?

Don't make comments like this https://news.ycombinator.com/newsguidelines.html

What's wrong with the comment? I think you're assuming that it is disparaging when the person is simply asking why this is interesting.
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