[= Sweeney;194593]
Therefore, my recommendation for developers who want to use UE4 but prefer C# over C++ is to bite the bullet and give C++ a thorough . of us at Epic clearly see the many ways that programming in C# is more enjoyable than C++, from header-free source code to generics to rediced boilerplate code. However, C++ is a language that scales upward without limit, and the experience of whole-program debugging (engine and game together) is incredibly illuminating, as are the power and visibility that come from having the full C++ source and ability to call into any part of it.
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I am a professional .NET developer, I’ve been using the blueprints for a couple of months now and im thinking on giving C++ a . Still I don’t quite agree with your statements and I’m looking for someone to debunk my belief ^^
here is what I think about the C# thing (correct me if I am wrong!):
- C# is not just more enjoyable, it is far more productive. Anything that can be done in C++ can be done in C# in less .
- The reason why people still use C++ it is because they already have existing huge library that they would need to rewrite (costs too much).
- Blueprints needs to be learned like C#, so it is effectively another language but it is useless outside of UE4
- You already have the entire documentation and answer hub splitted in 2 (one for blueprints and one for C++), I think that the goal should be to replace blueprints with C#, not to add a third option.
- Roslyn (the new compiler) is open source, cross-platform, and it will be released really soon, and with a partership (either with microsoft or ) I think you could get what you need.
- .NET framework (or still the mono version of it) makes a lot of things easier, just think about working with a file system, a database, HTTP messages, Cloud services
- Does C++ has these features? LINQ, PLINQ, async/await, Dataflow
- What about unit testing and dependency injection? it is at the same level?
I think that many of the people that talks about C# are actually talking about the Unity C# support which is missing 90% of the stuff.
The point isn’t “is C# better than C++”? but “is C# better than blueprints?”.
and of course, IT IS, in any way (even easier to learn).