The Mono Project likes scripts. Does Epic Games?

A part from the fact that name FIVE is hilarious, it’s like the church, you need 3 miracles to be saint, one isn’t enough!

Stop trying to hide kid, why unity and cryengine provides C# support?

One, two or three is not a trend is an instances, which is different concept, if you don’t understand it, i dont care.
my guess, because of inherance and target audience.
I dont like tone of discussion and since there are no any value in it for me - i don’t want to continue it.

As end note, i would say answer to question which you so desperately trying to suggest .
You, personnaly and all other people who want c#, you guys not gonna get it in any near future, unless you do it by yourself. Because your need/request doesnt matter. There are better tool alredy implemented and nobody cares about some on middle of the spectre. Yet you would never get this answer, because it sound like an ignorance, but that’s a truth.
And even if you would implement by yourself, you would be really upset when there are would be no support from epic to keep stuff with time.
Forget about it, its too late, to expencive and not required.

Then why there is a feedback section with [ request] tags?

If you think that there are already “better tools” than good for you, we don’t. So can we ask for this or we need your approval?

You were given official response by Epic a year ago…

As to reverse for loop in BP, it’s like a single time macro. Why would it matter if you need 2 lines in c# or 8 nodes in BP? You write it ones and forget about. This is not an actual problem that you have to solve on daily basis.

Yep and things changed from a year ago.

cause it’s 4 times faster to write 2 lines instead of 8?

Things changed for you or for Epic?

Depends on your typing speed, at some point it becomes irrelevant. Besides it doesn’t matter as you would do it like ones and re-use. I mean, honestly, if this is what bother you daily while coding… No offense, but this sounds to me like if mechanic would complain that it will take him two extra days to fix your car, because his wrench doesn’t have a nice rubber handle…

.net core, xamarin, etc…

Nope, 8 is always 4 times 2.

That’s EXACTLY my point, I want the best rubber handle

Why is that if I ask for one language to rule them all, to find them and to eternal programming bind them, that some clown, all clowns, actually. Start a C++ vs C# war?

And for the last time. No, I don’t think that C++ is “difficult”. I think that C++ is TRASH. And just because we can make a game with it, it doesn’t mean that some of its language design decisions are actually good, or even professional.

Oh? You don’t think that C++ is trash? Well, C++ is 33 years old. 33 years are like 66 years in the computer industry, and C++ still doesn’t have a module system…

And please, no. Don’t even say: “Oh my gosh! Oh my gosh! But! But! You are a game developer not a programming language designer! Focus on making your game!” What makes you think I can’t focus on making my game, noob? No, I’m not a programming language designer. But I’m still a programmer and I do care about the tools I use. If you don’t care about your tools, or happy with its filth, well, good for you!

Savvy?

Because if not savvy, I will waltz over to your place and end your miserable existence! (I’m a PC gamer. I’m allowed to talk like this! :D)

My intention of this thread ain’t about scripting for UE4. It is actually about to raise the idea of creating a hybrid (native/managed) programming language that is supposed to replace C++ AND C#. Well, the managed part would be C#, no the C++ part wouldn’t be a C++, but more a native C# in its syntax. I think C++ is beyond saving. Placing a scripting layer on top of the engine, it less ideal compared to actually having the same language for both. And only a hybrid could make full use of both worlds but still being one language.

The reason why I mention M$, is because they are the only ones with the time, money, experience, and developer power to actually create such a language in the first place.

I’m not sure what you are saying. You seem to forget that not all engines do have Blueprints. And blueprints are not just a node system. They are also prefabs. And not all engines do have prefabs. Doing that what we use blueprints for, but in C++, would indeed start to become overkill. And that is why many engine actually do use scripts. But using C#, may implementation wise not be possible for some devs, because C# ain’t just a “scripting language”. So you need some additional work that Mono seem to do for you already.

This scripting solution with Mono. Could serve as a transition to a hybrid language.

Which doesn’t change much for Epic, as licensing terms wasn’t the main point, just one of them.

For this to have any significant effect, your skills in solving actual problems should super-pass your ability to write down code fast. I can’t take such argument seriously. The actual difficult problems are difficult to solve in any language as their complexity in not how you implement your algorithm but in getting the algorithm itself right. If we would be talking about enterprise software world, this would have at least some sense from the perspective of a coder not a programmer, but we are not in such situation.

Personal wishes in the world of technology are irrelevant, you can dream about anything you want. Regardless of that, you are suppose to be able to learn new tools and workflow to do your job. This is something that you find as requirement for any technical position in the world. Learning to work with tools that are provided is a nice paradigm for dealing with practical problems that exists regardless of your desires or opinions.

I absolutely agree with you. In my opinion, a programmer needs to be flexible. There are hundreds of languages and if you are a good programmer, you will choose the language based on the problem you need to solve. C++ is the best language you can choose for high-performing 3D games, so why are people complaining about it?

I hope that’s a joke and not your way to argue. You can solve complex problems in just 1 line (which can be really long). Lines of code are a bad metric to measure with.

Calm down. We understand that you don’t see the advantages of C++. Did you never asked yourself why C++ is that old and still in use and why it is still getting updated C++11, C++14, C++1z?

We really don’t need a managed language in . And if we would need one we could use C#.

Exactly, for example you could learn the new C# instead of old C++

That’s the point, remember that the title of this thread is “The Mono Project likes scripts. Does Epic Games?”, the problem is scripting, how do you solve it?

and is it for scripting too? We are not asking to rewrite the entire engine in C#.

Never said that, I said that 8 is always 4 times 2. It is something always true, like that C# is more productive than C++, it’s just the way it is.

Never said to remove C++. You are the one who claim that there is no advantages of C#, don’t get confused.

I would link a Bjarne Stroustrup statement about the retrocompatibility of C++ to answer your point but I’m not in the mood.

is it “me” part of the “we”?

Scripting is not the problem. Scripting is your solution for implementing logic in a way you prefer. The real problem is to decide which way is efficient and effective. Epic decided by implementing the engine in C++ and offering a high-level interface called Blueprint. You argue that C# is more efficient than C++ in order to implement you game logic, but how effective is it?

Okay, what is the advantage of using a managed language in game programming?

We can probably close this now, it’s way too heated. Professionality is completely out the window at this point.

It is according to who created this thread.

so what is your solution for scripting, how do you do that with unreal?

I don’t know, ask Epic why the introduced the Garbage Collector.
if you mean instead the intermediate clr, then I don’t see the point, you could natively compile that code but I don’t see why we should consider it an advantage, it’s just the way it is, we are looking for C# productivity, that’s the advantage that we see (and in the case of this thread the scripting possibility)

I’ve learned both of them a while ago.
What is the point of using c# if it would have exactly the same level of access to API as blueprints? At this point Skookum plugin has more features than what you would have with c#, why Epic would waste time of something that provide just a different syntax to the same thing?

I doubt that but at least we recognize that projects like Skrokum has a reason to exist, good.

cause… we are… customers?
ofc if you prefer using Skrokum and adding into that all the .net features great but wouldn’t be just more expensive and less rewarding (even just in terms of popularity and accessibility)?

As I said, for me scripting is not a problem, it’s a solution. And if I have a problem, where I think the best way to solve it is to script something, I use Blueprints.

@Maxi

Most of your reasons for wanting C# have nothing to do with it being used as a scripting language, and mostly just to do with it having a syntax you prefer, which is a pretty shallow argument for supporting a new language that would have a huge development time and limited features. Skookum fits the actual need of a scripting language for UE4 a lot more than C# does. I can’t really see any good usecase for C# that isn’t worse than C++, Skookum, or BP in their respective roles. If you actually have a case that isn’t covered by the existing 3 implementation languages available to you I’d be happy to hear it.

I doubt that but at least we recognize that projects like Skrokum has a reason to exist, good.
[/QUOTE]
Sure, it’s not run by Epic and btw it’s not just a different syntax over the BP, it provides a lot of other functionality:

You can do the same with mono, nothing stops you from that.

Can you quote me on that? Can you really describe the sunset to a blind person? Same with linq.