yeah but let’s stick to what is relevant…
and there is just one guy at epic who runs the entire show
yeah but let’s stick to what is relevant…
and there is just one guy at epic who runs the entire show
Look at the list of game projects Epic has been working on, look at the list of platforms engine supports, look at the list of AAA studios using UE4. Epic has its hands full with all that. So, C# is at the bottom of the bottom of the list.
Keep it civil people.
What i find that could be seriously interesting is the LLVM backend for blueprints that is listed on Trello, theoretically, that would mean that adding whatever lenguage you want(llvm of course), such as D or Rust or even Go could work for programming the engine.
Well, this discussion would be entertaining if it wasn’t so predictable. How many times have the C# issue comes up?
The bottom line is:** the only reason people want C# is because of their familiarity with it. It’s not because it’s more productive than C++. If productivity, safety and versatility was the, then there are many other languages that are a lot more productive and versatile than C#.**
If Epic ever implements C# as a scripting language, will this discussion be over? No, because then, other groups of people will start demanding other languages that they are more familiar with. Hell, why not Haskell or Prolog or even the good old Basic or Pascal.
It’s fine to have opinions on the suitability of C#, but that quote right there is, frankly, absolute baloney.
“if you can’t get irony, try with potatoes”
Yes, of course, because the calibre of your conversation up until that point just screamed irony. Perhaps if you’re going to try and bring up reasonable points about the merits of an API, you should stick to doing that instead of poorly-written snark.
I fail to see what’s wrong in that.
not as much as I fail to see why you are on every c# request.
why did cryengine and unity choosed C# instead of Haskell and Prolog?
there is no need to, a substancial portion of the community wants a , that’s about it. if you are not interested in it, than you shouldn’t be in the first place.
First of all how do you know that? and NO, it’s not at the bottom, it’s not in the list at all.
I just want to know WHY in your opinion other game engines are written in C++ but still provides C# support.
Even better!
So much for professional discussion.
I dont quite understand why people want c#.
C++ is complicated and hard language, i get it, c# is a lot easier to use and compile faster, but you know what else is easy to use and compiles fast?
yep, blueprints, and since im not familiar with c# i cant claim it, but i have strong feeling about blueprint being exactly the same as c# from abstraction layer point of view and programm workflow. Only difference, blueprints more clunky to make as tradeoff for sytax.
So, you dont want to learn and use Hard Language (c++) and you dont want to use really easy but some what of clunky and limited usability tool (blueprints). But you want to use less clunky, with more control but a lot less artist friendly (sytax) language (c#).
In this i dont see “lets make it better” initiative, i see “lets make it better for this exact part of people”, so thats more of a matter of taste and personal workflow.
That’s my view on the initiative as a whole.
make me a reverse for loop in blueprint, that cycle from the last element of an array to the first one,
take only the %2 numbers, concatenize multiple strings with a separator.
write those examples in blueprint, c++ and c# and you will get the difference,
but again…
what you should try to understand is why other game engines are written in C++ but still provides C# support.
write those examples without any programming knowlage, only basic logic, exactly - you cant, to use those you need to know syntax, but for blueprints english and logic is enough. This is different tools, for different people and in next paragraph you probably can see why this exact tool is not required at current stage.
“other game engines” name me 5 other which written on c++, have full source open, target huge AAA “next gen” industry projects but also have support for more indie or i even say casual developers, and ALSO provide c#.
And as expected this discussion is going the same way it always does.
I’m going to draw all attention to this post, made over a year and a half ago about the very same topic. In fact, why don’t we save the back-and-forth insults and read the entire thread since this topic has been overdone several times and always ends the same way: Why C++ for Unreal 4? - C++ - Epic Developer Community Forums
And of course, this:
Thread is on the verge of just trading pointless insults, so once again - stay civil pls
Neither of those things are difficult, providing you write the instructions in plain english.
EDIT: There, took me about ten seconds:
FString FinalString = TEXT("");
for (int32 Idx = Array.Num() - 1; Idx > 0; Idx--)
{
// Move on if it's not even
if (Idx % 2 != 0)
{
continue;
}
FinalString = FinalString + Array[Idx];
}
good, can I have the tools for my people?
I asked first: why other game engines are written in C++ but still provides C# support?
yeah epic is amazing, this is the best and whatever, but still, why their “inferior” competitors provides c# support?
“write those examples in blueprint, c++ and c# and you will get the difference”
The point is to compare the 3 solutions, not to demonstrate that you can do it in c++ -.-
Maybe so, but my point is that it’s not complicated if you know it - just like anything. C++ really isn’t half as scary as people make it out to be.
I also don’t know C#, so I imagine that if you wrote the C# version - the C++ would still make more sense to me because of familiarity. That’s all it is really.
Because other engines don’t have Blueprint. Frostbite doesn’t have C#, instead it has ‘Schematic’ - which is there version of Blueprint. In fact some parts of Frostbite are written in XNA, so enjoy that AFAIK, only Unity is written in C++ and has a C# layer on top.
name 5 and then we would discuss story of those competitors and try to find why they chose c#
not other way around, i dont know other engines, but you hardly suggest that this is common practice
yeah but my point was to highlight the difference, C++ is great and everything but still, can you make the same program in c++, c# and blueprint? until you do that it’s hard to see the difference.
You don’t need to, this is just a that you don’t need, move along like I do for every artists feedback request that I don’t even understand.
How do you know? (and btw XNA exposed c# too).
and still, the point isnt’ to find the exception, there is no rule, I’m asking WHY other game engines choosed C#.
So your answer is “cause they made a mistake”? they wanted blueprint but somehow ended up with C#?