Earlier quoted context omitted.
I don't think so. If I remember it correctly, the Epic guys said something about switching back (for the Unreal Engine 4) from their own scripting language to C++, because multi language debugging was a nightmare, and working on a big Python/C++ project myself, I can comfirm this.
Without the right tools, multi language debugging is a nightmare. A mixed C/C++ callstack is so benign and common that it likely won't even register as being a "multi language" debugging experience. You get a single unified stack display, breakpoints, the works. There's a caveat or two around exceptions - that's about it. Everything just works . C#/C++ isn't quite as solid, but it's still ahead of Python/C++ IME. Nam…
Mono for Unreal Engine
81–90 of 98 posts
Re: Mono for Unreal Engine
#82C# 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?
I went and looked up all the major game engines I could think of:
Blender: Python only
CryEngine: Lua and C#
Gamebryo: C++ only
Unity: C# and Java (Boo is no longer supported)
Unreal: C++ only (UnrealScript no longer supported)
Amazon Lumberyard: Lua (maybe C++ too?)
id Tech: C++
I was actually surprised at how common Lua was, but now that I think about it I have heard of it being used increasingly in games.
Re: Mono for Unreal Engine
#83C# 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?
We are talking about the game scripting language, the game engine is always coded in C++ for triple-A games, with only a handful outliers. It's different for indies. We all know how the "Managed DirectX" and the incompatibile successor XNA turned out, the C# DirectX community is dead, end of life and last supported on the old XBox360, dead like Silverlight https://en.m.wikipedia.org/wiki/Microsoft_XNA .
Re: Mono for Unreal Engine
#84C# 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?
C# has been in the gamedev toolkit since XNA, over a decade ago.
Who would be so stupid and learn-resistant to use C# a third time for games?? Well there are those sheeps, that believes and do everything for their PR department.
Re: Mono for Unreal Engine
#85C# 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?
Tim Sweeney gave a good explanation why they went C++. Seems reasonable, but I'll be happy to see C# support. https://forums.unrealengine.com/showthread.php?2574-Why-C-fo... - As an engine and its community grows, there is increasing pressure to expose more of the its native C++ features to the scripting environment. What starts out as a sandbox full of toys eventually grows into a desert of complexity and duplicatio…
Re: Mono for Unreal Engine
#86C# 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?
I doubt it. C++ has been the standard for a long time now and what we're really talking about is scripting languages for higher-level stuff, not the actual game engine. On the one hand, yeah, C# is a good choice since Windows dominates the desktop market. But it's the sort of thing you can easily change and that users might have personal taste and preference for. I went and looked up all the major game engines I coul…
Re: Mono for Unreal Engine
#87C# 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?
I would certainly hope not. C# implementations are terrible for lots of games on not-Windows. The version of Mono that has been included with Unity is particularly bad with respect to stop-the-world garbage collection pauses.
GCC was for almost twenty years quite bad versus other commercial compilers, yet it is worshipped nowadays for its performance.
Re: Mono for Unreal Engine
#88Re: Mono for Unreal Engine
#89C# 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?
> Is C# becoming the lingua franca of modern game engines? Unfortunately. It's a decent language, but it just seems a bit too heavy to use as a scripting language, but not as good as C++ for heavy lifting. I'm doing some stuff on Godot, and will probably just end up using GDScript for basic stuff, and GDNative for more intensive stuff (It's a C/C++ API for shared libraries that you can load up through the editor).
> but it just seems a bit too heavy to use as a scripting language, but not as good as C or Pascal for heavy lifting.
Are two variations of that statement I have heard among games developers since I am in computing.
Re: Mono for Unreal Engine
#90Earlier quoted context omitted.
C# has been in the gamedev toolkit since XNA, over a decade ago.
Yeah and MSFT showed their stink finger to the community twice, first with C# Managed DirectX, then with end of life for C# XNA. https://en.m.wikipedia.org/wiki/Microsoft_XNA Who would be so stupid and learn-resistant to use C# a third time for games?? Well there are those sheeps, that believes and do everything for their PR department.
http://news.xbox.com/2016/03/14/letter-chris-charla-idxbox-u...
XNA was a victim of the usual internal wars between Windows Dev and DevTools R&D units, about which way to build software (.NET vs C++).
Hence why they are so supportive of Unity nowadays, which is the main way to develop HoloLens applications.