Why should epic comment ? They give you full C++ sources, you can integrate any language you want, you do it, you deal with it, is not Epic problem!
Disagree massively here. I did C++ for ten years and then took up C# and the simple fact is generation of languages allows you to create code so fast compared to C++. Just not having to deal with headers/libs/includes and the infinitely faster compiling, but not having to deal with memory overwrite crashes and missed deletes. No one will deny C++ is faster execution speed, but to say that someone equally skilled in both languages wouldn’t code significantly faster features in C#. Remember we’re talking properties, events, async, foreach, GC, and all those things that shave huge chunks of development time, particularly for those less experienced in C++ which is far from without its strange nuances, C hangovers and complicated build processes. It’s kind of ****** to say people who can code but find C++ intimidating should just make do with a visual scripting system like blueprints, and the more languages supported the better.
I’m dying for full C# bindings for reason. I’ve done plenty of C++ but there is no comparison. It’ll be the fastest of the three systems, blueprints due to their visual nature and simplicity for sake of artists / designers, it would take a lot longer to piece together a complex system for the game purely in blueprints when you’re placing constant nodes for calculations that could be typed in a few characters in code. After a certain level of complexity it’s a code thing, or you’d at least want power to create blueprint nodes with code driven functionality, C# and being able to liberally use List<String> and HashMaps and other things with nice inbuilt language features over stuff like boost or the stl. With simpler build process, it’s going to be attractive to many people.
I think C# support, even if third party, is a must in the long term to get indie devs on board, so very pleased to see .
Wow, I am sorry but I disagree with almost all what you said here. C/C++ is much powerful that you think, but I don’t want to start a C++ vs C# here (what you actually want in your post).
I am pretty confident that Mono for Unreal will have a comparable licencing than UE4, it will probably not make sense otherwise… I believe it has not been announced yet since it is not yet a polished product
Regarding Mono scripting advantages in game engines, performance etc, I found article quite instructive
Scripting | Mono
Is very simple to talk about performance, any single added layer over C++ results in performance lose. Period.