While C++ is difficult for me, I’m sure I can learn it in time. What I can’t really deal with though is compile time. I’ve seen many members though trumpet the use of C++, and I’m wondering how they can work with 30+ second compile times for iterative changes.
I’m another possible Unity convert, mostly for the licensing terms and graphical power. But having to close the editor, edit my code, then wait for the recompile is proving to be untenable for me. I’m a lone developer with a low-to-midrange laptop (i7 quad-core 2.6gHz with hyperthreading). I can’t wait 30+ seconds every time I want to make a small change, and it’s becoming even more discouraging that this is happening with nearly blank games with nothing but camera code at the moment. Will this become worse and worse as my game grows in complexity?
Aside from the Build.cs fix which had no effect on my compile times, are there any other methods by which I can speed things up short of buying a new computer? Blueprints seem nice, but I’m running into the same issues I had with Playmaker before I learned C# - a lack of modules to do exactly what I need and it taking much longer to string together a complex node system to do what I could in three lines of code.
I know 30 seconds doesn’t sound that bad to some, but when you’re both learning C++ as you go AND learning the api it slows production to a near-standstill.