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  • replied
    another importat value of blueprints is that you can use only the mouse, soooo with the left hand you can carry a beer!! amazing!!!.

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  • replied
    Originally posted by MaxiHori View Post
    I understand that maybe it is your first time on Stack Overflow but just READING the most voted comments (and if you want the curriculum of the ones that wrote them) could help you a bit.

    and how many times do I have to give you the same answer? C# is more productive than lua, more everything actually.
    Really? Are you being serious right now?
    Please, read thoughtfully top posts. Thoughtfully. Every one of them says basically "Don't listen people when A language better than B language", every top message from your link is CONTRARY to position you're trying to prove =/
    It's ridiculous how same text can give different information to people

    Top Post #1:
    Now, I'm not saying that C++ could not have been used to achieve even better performance than mine. On the contrary, I'm sure it could have achieved better performance
    So there is no easy way to compare C++ and C# fairly in this context.
    I think the only piece of good advice I can give you here is: do your own research and don't listen to the unwashed masses.
    Top Post #2:
    The most important factor in determining the speed and efficiency of a program is not the language used to program it, but the people behind the keyboards.
    Does that mean F# is faster than C++? No. What it means is the person behind the F# keyboard (Jon) is better than me. I have no doubt about that.
    Does that mean C++ is faster than F#? No. What it means is our systems are a mature product that has been developed by experts in the field (at great cost) over several years
    Top Post #3
    (Just to keep nice list)
    The difference is that in C++ you can choose when to destroy unneeded objects.
    Top Post #4
    This may be a little off-topic; as others have pointed out, performance is relative and you can write poorly performing code regardless of whether you have garbage collection

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  • replied
    Originally posted by MaxiHori View Post
    I understand that maybe it is your first time on Stack Overflow but just READING the most voted comments (and if you want the curriculum of the ones that wrote them) could help you a bit.
    Lol... good one.

    and how many times do I have to give you the same answer? C# is more productive than lua, more everything actually.
    Until I actually get an answer as to why C# should take precedence over other scripting languages. Not because it is "better" but an actual concrete answer on why we should exclude people who prefer another language, lua is just an example.

    I am also a (former) .net dev using C# in WPF/Forms applications for a few years before moving to game development. I know it is a great language and I thoroughly enjoyed using it. Now I have moved on and started to work with C++, and again I am thoroughly enjoying it.

    I do understand your point and agree it would be great to use C# in UE4, but I don't agree that it should become a built in language.

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  • replied
    I understand that maybe it is your first time on Stack Overflow but just READING the most voted comments (and if you want the curriculum of the ones that wrote them) could help you a bit.

    and how many times do I have to give you the same answer? C# is more productive than lua, more everything actually.

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  • replied
    closed as primarily opinion-based
    Many good questions generate some degree of opinion based on expert experience, but answers to this question will tend to be almost entirely based on opinions, rather than facts, references, or specific expertise.
    This sums it up quite well though:
    The most important factor in determining the speed and efficiency of a program is not the language used to program it, but the people behind the keyboards.
    I want to see as many languages as possible incorporated with the built in scripting support. But as mentioned previously, why should C# be added instead of Lua and others?

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  • replied
    Originally posted by caner_ozdemir View Post
    There is no big technical advantage C# over C++ beyond grammer.
    http://stackoverflow.com/questions/4...-c-performance

    http://stackoverflow.com/questions/1...f-c-sharp-vs-c
    Last edited by MaxiHori; 01-20-2015, 01:14 PM.

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  • replied
    Well I love Blueprint and C++. Now I have the option of programming in the language of the engine or a more visual Blueprint option. Coming from a background scripting in Torque Script I have many times asked my self why not programming directly in C++ when Torque Script is C like in syntax already.

    I do understand that some people wish to have their own favorite language as an option as much time have been invested in learning a new language. Perhaps giving Blueprint and C++ a chance might change your minds?

    Originally I started out hating Blueprint but now I utterly love this setup. So many options and so much flexibility. Strong visual scripting and still able to be so close to the source with C++. By using Blueprint I am able to work much faster and I can still use my programming skills making systems for doors, footsteps etc. that checks for Boolean variables and then hook them up against triggers which all contribute to the quality of game play experience.

    In the beginning I would say that Blueprint is not programming but as I use it more and more now I must say that it is still programming just a more visual style.

    Give it a chance and be surprised.

    That said then I think a C# option could be a good alternative for some people. You have the source codes so hooking it up should be possible.

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  • replied
    Hi everyone,

    Let's keep the conversation professional and civil. There is no need to personally attack other users for their opinions. Thank you!

    Leave a comment:


  • replied
    You know what ?
    Forget it, someone wants to get rid of blueprint because of blind fanboying with C# is not worth listening.
    I will tell the hurting truth again.
    There is no big technical advantage C# over C++ beyond grammer. Well I may be wrong but AAA companies may not.
    XNA is over kiddo, deal with it.
    Someone must tell you, game engines like UE4, CryEngine... are not aimed for beginners like you, I suggest you to start with easier engines like Unity.

    Leave a comment:


  • replied
    Originally posted by matmuze View Post
    Wow, that's it guys, abandon the C#/.NET ship, it is just about "grammer", this folk has all figured out.

    You sir, must truly know what you are talking about...
    Why so mad ?
    I wont be mad like you so I will just say if you claim any of technical advantages like performance, security, portability, stability C# over C++ just share it.
    But dont fool people with arguments like 'it will be just a wrapper, everything would be exactly same' stuff.
    I will listen gladly and learn something new maybe.

    Leave a comment:


  • replied
    Originally posted by matmuze View Post
    Wow, that's it guys, abandon the C#/.NET ship, it is just about "grammer", this folk has all figured out.

    You sir, must truly know what you are talking about...
    Same as you talking to get rid of blueprint ; p

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  • replied
    Originally posted by caner_ozdemir View Post
    "The only one advantage of C# over C++ is easier grammer, that is it, that is all, nothing more."
    Wow, that's it guys, abandon the C#/.NET ship, it is just about "grammer", this folk has all figured out.

    You sir, must truly know what you are talking about...
    Last edited by matmuze; 01-19-2015, 07:57 AM.

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  • replied
    I think UNREAL deserve to support C# as one of the main program language.
    Nowdays i thinking to learning LUA because it simple, easy and similar to C#.
    I hope the feature get more support from Unreal devs team.

    Thank you.

    Leave a comment:


  • replied
    Originally posted by Veovis Muad'dib View Post
    1.) Doesn't fix the issue of mod support.
    2.) While it's a fine workflow for, say, writing a character controller and then tweaking values later, it's not a good workflow for what I'm working on. I'm not talking about BlueprintZebra is a Zebra is an Equine is a Mammal is an Animal is a LivingObject is a PhysicalObject is an Object kind of thing. I'm writing systems, not objects. BlueprintBallisticsManager is a CBallisticsManager doesn't make sense for what I'm working on unless the only option is working in Java. I don't mind C++ but it's just not suited to rapid iteration on a system, and that's what I like to do.
    C# won't change fact you will need to write code in UObject tree

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  • replied
    Originally posted by Shadowriver View Post
    Then why don't you write base classes in C++?
    1.) Doesn't fix the issue of mod support.
    2.) While it's a fine workflow for, say, writing a character controller and then tweaking values later, it's not a good workflow for what I'm working on. I'm not talking about BlueprintZebra is a Zebra is an Equine is a Mammal is an Animal is a LivingObject is a PhysicalObject is an Object kind of thing. I'm writing systems, not objects. BlueprintBallisticsManager is a CBallisticsManager doesn't make sense for what I'm working on unless the only option is working in Java. I don't mind C++ but it's just not suited to rapid iteration on a system, and that's what I like to do.
    Last edited by Veovis Muad'dib; 01-18-2015, 09:32 PM.

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