@kabojnk But when I talk to their engineers, they're proud of how they never break old code with updates / work hard to keep it running. :/
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Replying to @glassbottommeg
@kabojnk I mean it's good, but it's also bad. It's precisely "that" that keeps them from making something UE4 competitive. They're UE3-era.2 replies 0 retweets 0 likes -
Replying to @glassbottommeg
@glassbottommeg@kabojnk I'm biased but I disagree... It's not *that* that keeps us from "having UE4 fancies".1 reply 0 retweets 1 like -
Replying to @aras_p
@glassbottommeg@kabojnk i.e. "rewrite from scratch" would not solve problems (also, how much of code _really_ changed between UE3 & UE4?)3 replies 0 retweets 2 likes -
Replying to @aras_p
@aras_p@glassbottommeg At the same time, back compat creates a lot of tech debt… the energy upon which could be directed elsewhere.1 reply 0 retweets 2 likes -
Replying to @kabojnk
@kabojnk@glassbottommeg I know. I'm just saying basically two things: 1) I don't believe "UE4 was a totes rewrite"2 replies 0 retweets 0 likes -
Replying to @aras_p
@aras_p@kabojnk@glassbottommeg UE4 was a huge 2-year refactor, not a total rewrite. 100% new renderer, removed barriers to open source.2 replies 4 retweets 12 likes -
Replying to @TimSweeneyEpic
@aras_p@kabojnk@glassbottommeg Replaced UnrealScript with C++, Kismet with Blueprint, all 4 legacy UI libraries with Slate. Fun times!3 replies 3 retweets 6 likes -
Replying to @TimSweeneyEpic
@TimSweeneyEpic@aras_p@glassbottommeg Like UnrealScript—I am wondering when the process to boot it started, and if tech debt was a factor1 reply 0 retweets 0 likes -
Replying to @kabojnk
@kabojnk@aras_p@glassbottommeg There was a 2011 proposal for "The Ultimate Next-Generation UnrealScript", and looked a lot like C++!1 reply 0 retweets 1 like
@kabojnk @aras_p @glassbottommeg In general, scripting languages encounter Interop Hell as they scale up in complexity in a C++ codebase.
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