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Mono for Unreal Engine

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21–30 of 94 posts

Re: Mono for Unreal Engine

#21

Hopefully, Xamarin will add Visual Studio support in the Indie dev plan at some point. Currently, if you want to support iOS, Android and use Visual Studio you need to pay $1798 per year which is a bit more for a one man shop.

Or you could look at Apache Cordova. Support is in CTP now and full release in Visual Studio 2014 hopefully.

Re: Mono for Unreal Engine

#23
post #16

Hopefully, Xamarin will add Visual Studio support in the Indie dev plan at some point. Currently, if you want to support iOS, Android and use Visual Studio you need to pay $1798 per year which is a bit more for a one man shop.

Having spent some time writing JNI wrappers for a hobby application in Android, I think it depends on what one is trying to achieve. For hobby purposes and small development, it is expensive and probably is doable doing everything alone. However, for usual business with short time to market, taking into consideration "time spent on feature" X "hourly rate" per developer time, the prices are quite cheap.

> However, for usual business with short time to market, taking into consideration "time spent on feature" X "hourly rate" per developer time, the prices are quite cheap.

I fully agree, for a business that say makes 100k per year, paying about 2k for a Xamarin Business license is affordable.

An interesting pricing strategy would be:

* Free - for hobbyists, give them complete features and make the resulting executable expire in a few days. This will let them try and play with the tool. After they are comfortable with using C# and Xamarin, they will chose a paid license if they want to make money from their work.

* Indie - same as above for small business (less than 100k per year).

* Pro - same as above plus (paid) support.

Re: Mono for Unreal Engine

#24
post #2

Maybe this will light a fire under Unity to get a recent version of a C# compiler. No one has ever been able to point me to an official explanation for why theirs is so far behind.

The unoffical reason is Xamarin wants too much money.

I think it is very fair if Unity will be in the same boat as e.g. MonoGame.

Re: Mono for Unreal Engine

#25

Hopefully, Xamarin will add Visual Studio support in the Indie dev plan at some point. Currently, if you want to support iOS, Android and use Visual Studio you need to pay $1798 per year which is a bit more for a one man shop.

Or you could look at Apache Cordova. Support is in CTP now and full release in Visual Studio 2014 hopefully.

Are you seriously comparing JavaScript to F#/C#? Really?

Re: Mono for Unreal Engine

#26

Hopefully, Xamarin will add Visual Studio support in the Indie dev plan at some point. Currently, if you want to support iOS, Android and use Visual Studio you need to pay $1798 per year which is a bit more for a one man shop.

Or you could look at Apache Cordova. Support is in CTP now and full release in Visual Studio 2014 hopefully.

Cordova still has performance problems on Android and even on iOS. Maybe in the future.

Re: Mono for Unreal Engine

#27
post #19
post #7

>>This is a project that allows Unreal Engine users to build their game code in C# or F#. F# support is the real kicker.

Blueprint, the default UE4 language, seems functional. All functions are pure functions, with input and output, not methods, there's no 'self' or 'this'. That said, I'm not an expert on Blueprint or FP so maybe someone who knows more can tell me whether that assessment is accurate. (And I totally understand that some people will prefer F# and access to all those .net classes anyway)

I wouldn't say it was pure, since a lot of the commands have side effects. Probably more accurate to say that it's a powerful flow-based language with a graphical representation.

Re: Mono for Unreal Engine

#28
post #9
post #2

Maybe this will light a fire under Unity to get a recent version of a C# compiler. No one has ever been able to point me to an official explanation for why theirs is so far behind.

I suspect the issue is related to the licensing fee which might be on a per dev seat and hence might not fit unity 3d's business model. Unless there is a hard stop issue, business wise, it won't happen.

When unity got their mono license xamarin wasn't yet a business, hence the license was most likely zero.

Re: Mono for Unreal Engine

#29
post #19
post #7

>>This is a project that allows Unreal Engine users to build their game code in C# or F#. F# support is the real kicker.

Blueprint, the default UE4 language, seems functional. All functions are pure functions, with input and output, not methods, there's no 'self' or 'this'. That said, I'm not an expert on Blueprint or FP so maybe someone who knows more can tell me whether that assessment is accurate. (And I totally understand that some people will prefer F# and access to all those .net classes anyway)

That's not true at all, There is indeed a "self", and nearly all functions are executed in a context with a valid self.

Additionally, there are plenty of nodes such as "Get Player Controller by index" which allows the user to access and modify global state.

There is a "pure" option to check on a particular function, but the language itself makes no checks as to the validity of this, it just allows the execution engine to make assumptions.

Re: Mono for Unreal Engine

#30
One concern here is portability: If you write your game logic in C# on Mono, it won't run on all platforms (possibly for either technical or licensing reasons - you're limited to where Mono runs). For example it won't run on the HTML5 target. For comparison, Unity has written il2cpp to replace Mono to get around that,

http://blogs.unity3d.com/2014/05/20/the-future-of-scripting-...

it basically compiles C# to C++, which they found is much faster.

I wonder if this project has a solution in mind for platforms where Mono won't run? Or maybe it targets just a subset of the things Unreal Engine can target?

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