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(Sorry forums for all the posts but I felt my other post was too long winded and didn’t even answer his question)
Ok, another try to see if we can find some middle ground here.
Usually you go with a scripting language because you have a Designer/Artist/VFX/Audio sitting there and they usually outnumber the programmers by a wide margin. Plus, their salaries are lower (see game industry surveys).
What to do? You have a 100+ and an army of non-programmers. So you toss them into your codebase. But wait- if you let these ‘newbies’ into your C++ codebase you’ve just unleashed HELL. Memory stomps, memory overruns, etc. Nightmare! And no one really does code reviews like they should to begin with.
So you give them a scripting language. And to encourage their productivity you make it a rapid prototyping language.
At one company I worked it, it got so bad at one point C++ was taking like 20 mins to compile even with that popular Agent uses (Incredibuild). It was our fault. But it happened. Eventually we got SSDs and they got it down to 5mins or less.
Back then I did mostly gameplay programming so I would do all my hacks in the scripting language too. After all, virtually no compile time > 5 mins
Granted, I am seeing a shift now where a lot of smaller studios ((50<) are dumping scripting languages in favor of visual scripting. I think the Designers were happier when they had both scripting and visual scripting. This gave them full control.
But I digress. I gave you my point of view. I don’t expect to change your point of view. But I think this worked really well. And it’s surprising. You’ll see even Artists scripting little things if you let them
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Actully most artists usally don’t understand scripting languages either and they searching for programer, for them UnrealScript looks same as “bad” as C++
visual scripting helps them out