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)
-
-
-
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.
- 7 more replies
New conversation -
-
-
Have you thought about adding a WebAssembly implementation to UE, so everyone can bring their own programming language? :)
-
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.
- 5 more replies
New conversation -
-
-
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.
-
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.
End of conversation
New conversation -
-
-
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
-
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.
End of conversation
New conversation -
-
-
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.
-
+1 for Haxe.
End of conversation
New conversation -
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.