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    Rust for UE ?

    I start learn rust lang.
    Seems very good for games.
    How about add rust support to UE?
    I think it be big step to UE game stability.

    #2
    No any try?

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      #3
      You could start a poll, but my vote is: no thanks. .... Who needs another language that looks like C++ and is just as complex. UE4 is a big part of architects offices, design shops and film / tv studios, along with many other businesses. Does it make sense for them to learn Rust or C++??? If Epic add a scripting language, it should be simple / easy like LUA / Office VBA... My vote goes for something new anyway, but geared more towards game dev specifically, like AGOG SkookumScript was ...
      Last edited by EntrpriseCustomr; 12-24-2019, 05:05 AM.

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        #4
        Don't want to re-learn another language. I tried it a bit and seems pretty different. Not bad but i feel like C++ is more suited for game development anyway. Plus there are other more important things like improving the C++ workflow and improving Live++ and so on.

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          #5
          Maybe Unreal Basic will make the engine complete, one day. The right way to make super basic games.
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            #6
            Originally posted by 108saimon View Post
            I think it be big step to UE game stability.
            Stability doesnt come from a language.

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              #7
              Then instead of 50,000 lines of C++ to make a small game we would only need 4 million lines of basic!
              | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

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                #8
                Originally posted by Raildex_ View Post
                Stability doesnt come from a language.
                Maybe not, but simplicity / predictability often does though...

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                  #9
                  Originally posted by BrUnO XaVIeR View Post
                  need 4 million lines of basic!
                  Nope. That claim will not hold.
                  * Sharp and responsive Temporal Anti-Aliasing tips and tricks
                  * Pitch-shift source effect (DSP) over the network (VOIP)
                  * My Portfolio and Developer Blog

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                    #10
                    lol I see you don't know Futurama.
                    that is just a reference to an episode of Futurama
                    | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

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                      #11
                      I understand! Still doesn't make it true.
                      * Sharp and responsive Temporal Anti-Aliasing tips and tricks
                      * Pitch-shift source effect (DSP) over the network (VOIP)
                      * My Portfolio and Developer Blog

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                        #12
                        I took a look.

                        It's the same as binding any DLL, in Rust you wrap everything into a extern 'C' {...} and then compile your Rust application as *.so or *.a library.
                        Then you load the library into Unreal and call functions from it. Boring stuff, making extern C functions is the most boring thing to do even if you use automatic header generation tools.

                        Every time you need something more you have to add more extern functions :/
                        | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

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                          #13
                          No need to poll, no need to ask. If you think it is good, why dont you make it yourself, and then present it here?

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                            #14
                            Rust is actually interesting as a binding because no need for memory management AND no garbage collector needed either.

                            But yeah, if you want to use it you have to write extern C api yourself and do BP --> C++ --> C --> Rust...
                            Then Rust --> C --> C++ --> BP.

                            That is very annoying code to deal with once you go above the HelloWorld level.
                            Btw I know that some AAA studio migrated to Rust doing that, just don't remember which one. Maybe was "Ready at Dawn", not sure.
                            Last edited by BrUnO XaVIeR; 12-29-2019, 07:07 AM.
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                              #15
                              I went over a small test just to see if Unreal would allow this or if it would complain...
                              Turns out it's possible to make it work indeed:



                              Rust application compiled as --lib:






                              extern "C" interface:





                              called Rust functions from within Unreal project's module:



                              works fine:





                              Now all you need is an ARMY of programmers to port Unreal's code to Rust language
                              Good luck lol
                              | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

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