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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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    Tim Sweeney‏ @TimSweeneyEpic 12 Jan 2019
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    Here's an interesting discussion about Unreal Engine and scripting languages:https://www.reddit.com/r/unrealengine/comments/aezhdv/it_seems_people_at_epic_are_considering_adding/ …

    4:53 PM - 12 Jan 2019
    • 99 Retweets
    • 377 Likes
    • iPengi Phillip Profitt jimbi.o Lorena Rodriguez Johnny Sanchez Kang Chih Lun SakirSoft Rupam Mandal Jens Augustin
    87 replies 99 retweets 377 likes
      1. New conversation
      2. Damien Gmn‏ @Damien_gmn 12 Jan 2019
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        Replying to @TimSweeneyEpic

        The stuff about SQL and multithreading is very interesting! When you say that UE4 is using a single thread, I suppose you're talking about the engine doing all render stuff? Our own game code can still run in multi threads? (I've not learned yet how multithreading works)

        1 reply 0 retweets 1 like
      3. Tim Sweeney‏ @TimSweeneyEpic 12 Jan 2019
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        Replying to @Damien_gmn

        The gameplay logic runs in a single thread. There are lots of other threads that are largely invisible to it, for example helping with rendering, physics, sound, and collisions.

        1 reply 0 retweets 3 likes
      4. 7 more replies
      1. New conversation
      2. Wouter‏ @wvo 12 Jan 2019
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        Replying to @TimSweeneyEpic

        Have you thought about adding a WebAssembly implementation to UE, so everyone can bring their own programming language? :)

        1 reply 0 retweets 7 likes
      3. Wouter‏ @wvo 12 Jan 2019
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        Replying to @wvo @TimSweeneyEpic

        Before anyone complains, I can see that there's plenty of reasons why that currently wouldn't be a good fit. But it would be an interesting direction for an engine to take nevertheless.

        1 reply 0 retweets 2 likes
      4. 5 more replies
      1. New conversation
      2. Sebastian Aaltonen‏ @SebAaltonen 13 Jan 2019
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        Replying to @TimSweeneyEpic

        I like the Burst HPC# subset that Unity uses. Closer to C than C++ but with C# goodies and awesome tooling to catch race conditions at job submit time (potential races). Fine grained control to mark perf sensitive jobs as Burst HPC#. Can use full C# elsewhere seamlessly.

        2 replies 2 retweets 43 likes
      3. Sebastian Aaltonen‏ @SebAaltonen 13 Jan 2019
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        Replying to @SebAaltonen @TimSweeneyEpic

        I personally like text based gameplay code more than visual node graph. Easier to refactor and solve conflicts using existing text based tools. Node graphs tend to get messy when you do more complex stuff. Text is more dense, allowing a bit more operations in one function.

        0 replies 0 retweets 21 likes
      4. End of conversation
      1. New conversation
      2. Miya‏ @SleepyDaddySoft 12 Jan 2019
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        Replying to @TimSweeneyEpic

        C# and .NET works for a lot of reasons: custom value types, Span<T>, Convert Unity developers, support for several languages (C#, F#, VB, Python, even Ruby). AOT, JIT, Interpreted. Efficient engine bindings can be generated. Open Source/Open Standard/Community governance model

        2 replies 0 retweets 12 likes
      3. Miya‏ @SleepyDaddySoft 12 Jan 2019
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        Replying to @SleepyDaddySoft @TimSweeneyEpic

        Whatever you do, just please don't invent your own language. Industry would be better off without yet another platform/engine/UI-framework/game-specific programming language with zero editor/IDE/community support.

        0 replies 0 retweets 15 likes
      4. End of conversation
      1. New conversation
      2. Cauê Waneck‏ @cwaneck 13 Jan 2019
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        Replying to @TimSweeneyEpic

        Check out Unreal.hx https://github.com/proletariatgames/unreal.hx … . We are able to call pretty much any C++ function with it, we can compile it in a vm for much faster iteration times, while still being able to compile to C++ in packaged builds. Interop is seamless for the most part.

        2 replies 0 retweets 16 likes
      3. Netoworking‏ @mblneto 13 Jan 2019
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        Replying to @cwaneck @TimSweeneyEpic

        +1 for Haxe.

        0 replies 0 retweets 5 likes
      4. End of conversation

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