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TimSweeneyEpic's profile
Tim Sweeney
Tim Sweeney
Tim Sweeney
@TimSweeneyEpic

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Tim Sweeney

@TimSweeneyEpic

Epic Games founder & CEO

epicgames.com
Joined August 2013

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    1. Sebastian Aaltonen‏ @SebAaltonen 25 Jun 2018
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      Replying to @Donzanoid @eddbiddulph and

      UE4 also has C++ hot reload for game code (engine code doesn't support hot reload). They definitely tried to make C++ a valid option for game programmers. Not as fast as Blueprint compile, but still much faster than rebooting the editor.

      1 reply 0 retweets 2 likes
    2. Sebastian Aaltonen‏ @SebAaltonen 25 Jun 2018
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      Replying to @Donzanoid @eddbiddulph and

      All of our game programmers at RedLynx were C++ programmers. They had no problems with C++ code. In my experience tools/UI programmers prefer Python/ActionScript/C#, but game programmers prefer C++. The recent popularity of Unity has likely changed this however.

      0 replies 0 retweets 2 likes
    3. Sebastian Aaltonen‏ @SebAaltonen 25 Jun 2018
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      Replying to @Donzanoid @eddbiddulph and

      Let's talk about big AAA console games (ignore Unity for a moment): UE4 doesn't use C# for game code. Snowdrop/Anvil/Scimitar/etc (Ubisoft) doesn't use C# for game code. Haven't heard anything about Frostbite (DICE/EA) using C# for game code. Is Unity the only one?

      1 reply 0 retweets 3 likes
    4. Sebastian Aaltonen‏ @SebAaltonen 25 Jun 2018
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      Replying to @Donzanoid @eddbiddulph and

      Fortnite and PUBG form a quite big chunk of AAA game revenue. Both use UE4. EA and Ubisoft are among biggest AAA publishers. Unity of course rules free to play mobile games, but free to play mobile games and AAA PC/console games have highly different production/software needs.

      3 replies 0 retweets 1 like
    5. Stefan Boberg‏ @bionicbeagle 25 Jun 2018
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      Replying to @SebAaltonen @Donzanoid and

      It's likely possible to do better from an architectural point of view but my experience with Frostbite made me hate the mix of C# and C++. That was editor only, I dread to think how it would have worked game-side. Lesson learned: pick one language and stick to it

      3 replies 0 retweets 5 likes
    6. Don Williamson‏ @Donzanoid 25 Jun 2018
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      Replying to @bionicbeagle @SebAaltonen and

      I've never seen C++/C# interop that wasn't a complete disaster. I'm up for seeing if .NET everything is possible.

      2 replies 0 retweets 2 likes
    7. Don Williamson‏ @Donzanoid 25 Jun 2018
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      Replying to @Donzanoid @bionicbeagle and

      On the Fables we had hand-written Managed C++ interfaces to get the C++ engine and C# editors to talk to each other. I never got even close to nuking it from orbit but I sure as hell tried on several occasions.

      3 replies 0 retweets 3 likes
      Tim Sweeney‏ @TimSweeneyEpic 25 Jun 2018
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      Replying to @Donzanoid @bionicbeagle and

      I’d love to see a foundation like JVM/.NET that’s just plain ordinary C++, with super-lightweight C++ interop using the static reflection proposal. Avoids the horrible impedance mismatch between the low-level language and high-level framework and language.

      9:03 AM - 25 Jun 2018
      • 8 Likes
      • justin t Direct3D Michał Siejak Mark Papadakis c0de517e/AngeloPesce Aleš Mlakar Conor Stokes, the man from online Andre Weissflog
      1 reply 0 retweets 8 likes
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        2. Sebastian Aaltonen‏ @SebAaltonen 26 Jun 2018
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          Replying to @TimSweeneyEpic @Donzanoid and

          I am eagerly waiting for C++ reflection. Currently each game developer needs to roll their own highly over-engineered reflection solution. Compiling Clang as part of your toolshain isn't exactly what you expect game developers to do.

          1 reply 0 retweets 5 likes
        3. Don Williamson‏ @Donzanoid 26 Jun 2018
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          Replying to @SebAaltonen @TimSweeneyEpic and

          clReflect has pre-built binaries out of the box for C++11 :) (note lack of updates are because it's stable enough)https://github.com/Celtoys/clReflect/tree/master/release …

          1 reply 1 retweet 5 likes
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