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
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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 -
Replying to @f0da @stevestreeting
No. The language is nice but the interop layer binding it to an existing C++ is codebase is painfully heavyweight.
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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
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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.
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Replying to @TimSweeneyEpic @stevestreeting
Re JIT VM: Unity kinda works around that with the IL2CPP backend, but it’s not perfect and I imagine it’s fairly complex.
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IL2CPP greatly improves performance vs Mono, but still has a lot of legacy (Boehm garbage collector) and doesn't make C++/C# interop easier. What the world really needed was C++ code that can just call into .NET and vice-versa, without requiring huge non-standard C++ extensions.
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The new C++/WinRT thing makes marshaling easier but doesn’t address performance and is still just an interface into a giant black box.
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