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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. Tim Sweeney‏ @TimSweeneyEpic 10 Jan 2019
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      Tim Sweeney Retweeted Bacioiu Ciprian

      This crazy new EULA (https://unity3d.com/legal/terms-of-service/software …) even bans distribution of Unity games through stores they don't authorize, then provides a list of authorized services, which doesn't include any stores!https://twitter.com/zapakitul/status/1083383521991892992 …

      Tim Sweeney added,

      Bacioiu Ciprian @zapakitul
      Gonna upload a Hello World made in Unity to my web store. I'll be playing the "Breaking the law, breaking the law" song while doing this! I am not authorized by @unity3d to distribute any any portion of the Unity Software! #Yolo #unity #tos pic.twitter.com/wpSX13dnSj
      Show this thread
      26 replies 118 retweets 341 likes
      Show this thread
    2.  🐉 Dariusz G. Jagielski  🐉‏ @thedarkhog 10 Jan 2019
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      Replying to @TimSweeneyEpic

      Kinda makes me wish I could switch engines. Too late in development though and I don't have resources to basically rewrite my #ComputerVirusSimulator #indiegame in another engine. But that's what you get when you put a man responsible for Dungeon Keeper Mobile as the CEO.

      1 reply 0 retweets 1 like
    3. Killjoy‏ @killthyjoy 10 Jan 2019
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      Replying to @thedarkhog @TimSweeneyEpic

      It's not too late to switch engines. The only mistake is not doing it now.

      2 replies 0 retweets 0 likes
    4.  🐉 Dariusz G. Jagielski  🐉‏ @thedarkhog 10 Jan 2019
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      Replying to @killthyjoy @TimSweeneyEpic

      Unfortunately it is for this game. Basically most of the code is already written and having to rewrite it (including custom level editor) in another engine would be just too much. Basically I'm mostly making only content for it now and do only minor tweaks to the coding itself.

      1 reply 0 retweets 1 like
    5. Killjoy‏ @killthyjoy 10 Jan 2019
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      Replying to @thedarkhog @TimSweeneyEpic

      You could prototype in blueprint fairly quickly and nativize what you wish as you go on per the scope of your project.

      1 reply 0 retweets 0 likes
    6.  🐉 Dariusz G. Jagielski  🐉‏ @thedarkhog 10 Jan 2019
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      Replying to @killthyjoy @TimSweeneyEpic

      Let me show you something then. This is blueprint code (and it's just a camera). I've seen Visual Basic 6.0 apps that were more clear in terms what they're doing. If blueprints were more like Scratch/Stencyl blocks and not that mess of nodes, I'd agree.pic.twitter.com/OmJO5D0QOC

      6 replies 0 retweets 6 likes
    7. Killjoy‏ @killthyjoy 10 Jan 2019
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      Replying to @thedarkhog @TimSweeneyEpic

      I'd highly suggest looking at blueprints as more of a short term prototype. I wouldn't ever suggest trying to make a whole game in blueprint, cause you'll just end up with spaghetti every time. (look worse than the pic above)

      3 replies 1 retweet 1 like
    8.  🐉 Dariusz G. Jagielski  🐉‏ @thedarkhog 10 Jan 2019
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      Replying to @killthyjoy @TimSweeneyEpic

      See? UE4 needs a good intermediary language between C++ and Blueprints. Something that is still performant enough and can be used for making actual games, but which also is free of pesky things like pointer hell or segfaults (which often are the result of said pointer hell),

      6 replies 0 retweets 7 likes
      Tim Sweeney‏ @TimSweeneyEpic 10 Jan 2019
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      Replying to @thedarkhog @killthyjoy

      @robuts has similar thoughts

      11:56 PM - 10 Jan 2019
      • 15 Likes
      • Biodam NovaXP Steve Jack Monty In Love with Games 90one80 Mark Howland Killjoy
      5 replies 0 retweets 15 likes
        1. igor‏ @iggyradovanovic 12 Jan 2019
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          Replying to @TimSweeneyEpic @thedarkhog and

          There have been a lot of attempts trying to embed a different runtime (Unreal.js, MonoUE, etc) with most of them using the script plugin as a base. They are usable, but feel lacking. An official implementation of something like C# (CoreCLR?) would be best to bridge the C++ gap.

          0 replies 1 retweet 8 likes
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        1.  🐉 Dariusz G. Jagielski  🐉‏ @thedarkhog 11 Jan 2019
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          Replying to @TimSweeneyEpic @killthyjoy @robuts

          He does? Cool. By the way, I really wish Jazz Jackrabbit 3 to be a thing. Or, failing that, a Jazz Jackrabbit skin in Fortnite.

          0 replies 0 retweets 5 likes
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        1. New conversation
        2. Alejandro Ramallo‏ @AlexRamallo 11 Jan 2019
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          Replying to @TimSweeneyEpic @thedarkhog and

          I've always wondered how hard it'd be to write up a Haxe backend for the Blueprints runtime. Using the Haxe compiler to generate whatever bytecode Blueprints turns into would probably be the easiest way to add an intermediate language without making major changes to UE4.

          1 reply 0 retweets 2 likes
        3. Justo Delgado Baudí‏ @jdbaudi 11 Jan 2019
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          Replying to @AlexRamallo @TimSweeneyEpic and

          https://github.com/proletariatgames/unreal.hx …

          1 reply 0 retweets 2 likes
        4. 1 more reply
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        2. Jacob Goodson‏ @JacobGood1 13 Jan 2019
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          Replying to @TimSweeneyEpic @thedarkhog and

          We need a language that is fast at runtime and fast to iterate with. To meet these requirements, we need a repl, a ref counting gc, a language that compiles super fast, and sadly, static typing (type inference preferred). It should have a simple syntax and simple semantics.

          1 reply 0 retweets 1 like
        3. Yawar Amin‏ @yawaramin 13 Jan 2019
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          Replying to @JacobGood1 @TimSweeneyEpic and

          Sounds like you're talking about ReasonML (except it has a tracing GC). It's a new syntax and toolchain for OCaml. There's a UI framework in development:https://github.com/revery-ui/revery …

          0 replies 0 retweets 1 like
        4. End of conversation
        1. New conversation
        2. Θ‏ @Pessimizations 11 Jan 2019
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          Replying to @TimSweeneyEpic @thedarkhog and

          I guess it could be called UnrealScript.

          1 reply 0 retweets 4 likes
        3.  🐉 Dariusz G. Jagielski  🐉‏ @thedarkhog 11 Jan 2019
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          Replying to @Pessimizations @TimSweeneyEpic and

          Don't get me wrong, UnrealScript was cool, but C# is a better language overall. It's about the only thing @Microsoft ever did right and only because they've stole chief architect of Delphi from Borland (Object Pascal was and still is a beauty, shame there are no 1/2

          2 replies 0 retweets 4 likes
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