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Why C++ for Unreal 4

forums.unrealengine.com

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Re: Why C++ for Unreal 4

#2
The phrase

> 'What starts out as a sandbox full of toys eventually grows into a desert of complexity and duplication.'

is beautiful and is a pattern I've seen multiple times before. Its not feature creep per-se, but more something a bit more insidious in software development.

Re: Why C++ for Unreal 4

#4
Unity runs well with a Scripting approach and for everybody where thats not enough, you can still get the full source license. I think Unity did it quite clever in that the engine itself is c/c++ and all the interfacing with the engine is done through C#/Mono.

Re: Why C++ for Unreal 4

#5
On the other hand, I feel that tools like Unity are successful precisely because they let you tinker with your game in a WYSIWYG kind of way. It's really liberating to be able to work inside such a tight feedback loop, and it's a little weird to see a modern game engine distancing itself from that approach.

(But maybe I'm missing something. What exactly is the role of the Unreal Editor in UE4? Is it mostly for things like graphics and sound?)

EDIT: OK, so apparently UE4 has something called Blueprints. I'm still not exactly sure what they are, but people in the thread are saying that they're superior to C# in Unity, and that they can even allow you to make a game without knowing how to program. So why is Tim Sweeney saying that C++ is replacing UnrealScript for gameplay code?

Re: Why C++ for Unreal 4

#6
I remember back when Descent 3 was being developed, the devs must've run straight into this problem since pretty late in the development cycle they suddenly dropped their script language for pure C++ libraries for scripting levels.

Re: Why C++ for Unreal 4

#7
post #4

Unity runs well with a Scripting approach and for everybody where thats not enough, you can still get the full source license. I think Unity did it quite clever in that the engine itself is c/c++ and all the interfacing with the engine is done through C#/Mono.

Unreal Engine 1 - 3 had a similar approach. The linked post describes why they no longer feel that approach is beneficial for them.

[Edit] Is Unity's approach drastically different in a way that solves them?

Re: Why C++ for Unreal 4

#8
I developed two titles with the Unreal Engine and whilst initially UnrealScript seems like an advantage it very very quickly becomes problematic. My favorite being the dependency of the C++ code on the script and the script on the C++, so if you're not careful you can end up being completely unable to do a build.

As much effort as they put into the IDE it would always play second fiddle to Visual Studio. When I left there was no way to remote debug unreal script on the target device (this may not be the case now).

I know that all of the guys I worked with in the studio would welcome pure C++ approach. The only real losers here are mod makers who will have a higher entrance bar.

Re: Why C++ for Unreal 4

#9
post #2

The phrase > 'What starts out as a sandbox full of toys eventually grows into a desert of complexity and duplication.' is beautiful and is a pattern I've seen multiple times before. Its not feature creep per-se, but more something a bit more insidious in software development.

I love the irony of the contrast between this article and https://news.ycombinator.com/item?id=7584285. Not that either are wrong, but it demonstrates the constant flux of the software world.

Re: Why C++ for Unreal 4

#10
Maybe UnrealScript was just too damn complex. Having not used it, and just Googled it, my first reaction was "this looks just like C++ anyway". What's language features are there specificity catered for games? It doesn't seem very DSLy
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