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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. Steve Streeting‏ @stevestreeting 19 Dec 2019
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      I’m really going to have to give Unreal a go again. The thought of returning to C++ is still not appealing but I’m coming around to the idea of Blueprints for iteration. I’d like to try it in a game jam but last time I tried it was a bit too hard on my creaky old laptop

      3 replies 0 retweets 17 likes
    2. Mike Corsaro‏ @f0da 19 Dec 2019
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      Replying to @stevestreeting

      have you seen the progress being made on C# for UE? https://mono-ue.github.io/  @TimSweeneyEpic has commented saying they'd like to add scripting support, so we might see C# in the future:https://www.reddit.com/r/unrealengine/comments/aezhdv/it_seems_people_at_epic_are_considering_adding/edxha25 …

      4 replies 0 retweets 1 like
    3. Tim Sweeney‏ @TimSweeneyEpic 19 Dec 2019
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      Replying to @f0da @stevestreeting

      No. The language is nice but the interop layer binding it to an existing C++ is codebase is painfully heavyweight.

      1 reply 0 retweets 2 likes
    4. Mike Corsaro‏ @f0da 19 Dec 2019
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      Replying to @TimSweeneyEpic @stevestreeting

      Tough, but fair. That was a big issue for Windows too when they attempted to covert explorer to C# more than a decade ago

      1 reply 0 retweets 0 likes
    5. Tim Sweeney‏ @TimSweeneyEpic 19 Dec 2019
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      Replying to @f0da @stevestreeting

      It's unfortunate that .NET followed the JVM model of defining a virtual machine completely disconnected from the C/C++ world, as that ensures interop is impractically heavyweight in both performance and usability.

      2 replies 0 retweets 4 likes
    6. Tim Sweeney‏ @TimSweeneyEpic 19 Dec 2019
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      Replying to @TimSweeneyEpic @f0da @stevestreeting

      When C# was first announced, I felt Hejlsberg really was defining the future of programming languages until C++/CLI was explained. They could've taken the UnrealScript, sharing metadata with C++ bidirectionally for an easy, low-cost interop, but they blew it.

      1 reply 0 retweets 2 likes
      Tim Sweeney‏ @TimSweeneyEpic 19 Dec 2019
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      Replying to @TimSweeneyEpic @f0da @stevestreeting

      In retrospect, I think C# blew it on two other fronts. One was the adoption of C declaration syntax (the Object Pascal author should've known better but, like me back then, got caught up in the Java craze). And not figuring out generics in advance, leading to a weak retrofit.

      1:45 PM - 19 Dec 2019
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      • Steve Streeting
      0 replies 0 retweets 1 like

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