they weren't going to make it like c++ but using all the stuff of UnrealScript?
SetTimers will still be there , Objects actors to and this stuff , so there's no problem at all no ?
That wuld be great for performance : )
they weren't going to make it like c++ but using all the stuff of UnrealScript?
SetTimers will still be there , Objects actors to and this stuff , so there's no problem at all no ?
That wuld be great for performance : )
Last edited by Neongho; 08-11-2012 at 12:49 PM.
Will UDK guys actually get acces to UE4? Is that even officially confirmed yet?
http://www.clodel-studios.com/UDKC/ Is IRC Channel
this thread was revived... on page 19, the comments jump from mid june to a few days ago. i dont think anyone realized how old it was
Does it matter one bit? There's a new discussion going on now. Just because it's old doesn't mean it can't still be useful.
lol yeah cuz a month is like waaaay old man, this is internet years hereMy biggest concern here is exactly whats happening, everyone is making assumptions (for this best which is great to see actually) but I really wish Epic would step forward and give us some more technical information. I really dont think it'll risk their place in the market place one bit to talk about it especially considering we can see the offerings other companies have that it'll be competiting against right now.
C++ is just such a large scope and it can virtually do anything so if I said UE4 was going to have a waffles n cream machine built in, its technically possible but is that the direction Epic is taking things? That's the question we've been waiting to hear about.
My 2 cents...
The transition to C++ will only be as awesome as the black box is small. As much as I love UDK, the one recurring and infuriating issue that crops up constantly is the discrepancy between what is documented, and actual behavior. If Epic does not grant any further access to engine objects, then things won't really change; I'll still spend 3 months implementing something that should take ~30 minutes just because someone arbitrarily decided that geometry access is too low level. However, I do think transitioning to C++ is the best move Epic will have made with one exception, C++ is a harsh language; UScript is very much like HTML in that it allows for sloppy code to be run without crashing. While I personally don't have problems with the harshness of C++, having a high level scripting language(that isn't kismet) is very useful for games that encourage player modding. As mentioned many times throughout this post, adding a existing scripting language to the project could fix things, but that won't solve the overall problem of fragmentation(if adding a scripting language becomes a popular thing to do).
Finding people who can program something in C++ is pretty easy. Finding effective C++ programmers is one of the most challenging tasks a team can undertake. While C++ may have a performance advantage over other languages in various benchmarks, the gap shrinks (and is sometimes reversed) when you consider the experience level of developers actually involved in a project. The latter problem is more likely to affect licensees than the team working on UE4 itself. The native code of UE3 has many examples of the separate issue of "just because you can do something in a language, doesn't mean you should."
During the development cycle, C++ has a major disadvantage due to the algorithmic complexity of its compilers combined with the size of its input source files. It's theoretically possible to maintain a C++ project with consistently short compile times, but unfortunately the static analysis tools necessary to make this a general reality do not currently exist. In the end, programs written in C++ will have longer iteration times than the same program written in syntactically simpler languages.
We've been considering building a tool designed to achieve and maintain rapid C++ builds, and the shift towards native code in UE4 gives more incentive. We already have tools for batch translation of US to other languages - if a clean translation becomes apparent for the public UE4 API (if/when we ever see it), then we could include a migration aid in a future build of nFringe.
Last edited by 280Z28; 08-27-2012 at 12:50 AM.
i'll really miss wotgreal damn ! : P but not the slow performance
I think together with the sleek looking Kismet 2 we'll have much more control over how exactly our game will turn out with the new UDK.
Given the new emphasis on C++, you're free to implement whatever scripting language you so desire.
- Please do not send me questions regarding programming or implementing things in UDK via Private Message. I do not have time to respond and they are much better answered in the forums. -
UDK and Unreal Engine are based on C++ so it is easy to remove support for the language Uscript (which in my opinion is nothing more than a mask for the real C++ code), they just need to remove the part which handles the translation from Uscript for C++, since the core engine is already programmed using C++. Remove support for this scripting language brings no great effort for the developers, but adds some extra time that could be spent on more important features and it may be possible that games will run faster without the scripting language. If Epic Games really remove support for Uscipt, I believe this should happen as a matter of necessity rather than by a prior decision. I always believed that the scripting language Uscript is the main responsible for the lack of dynamism in the engine, since the next version should be a little more dynamic, the development team probably should have had no alternative but to remove support to Uscript.
My only concern is if future versions of UDK are totally based on kismet with little or no access to C++ code. I hate Kismet and I am happy that I'm only using it to control some few mechanisms in animations. Just as whith me, I believe many have learned some programming language, in my case, I learned assembly and C++ when I took a electronics course, my head works much better when I look at a lot of code, than when I look to those boxes with a jumble of lines!
Last edited by Matheus Martino; 10-06-2012 at 10:27 PM.
They can't give out the source code of udk for free but having kismat only sounds bad they could have given the ability to write c++ classes in udk
Learn how to make games in Kismet or read about my projects here!
I run the UnrealDB. Find answers. Feature projects. Get connected.
About Me: (VoxHouse Studio Website)
Join us on #udkc irc.gamesurge.net or click here: http://clodel-studios.com/UDKC to chat live with others in the UDK community.
I don't know where everyone is getting the idea that it's kismet only now. They even show a C++ editor window in one of the videos.
Learn how to make games in Kismet or read about my projects here!
I run the UnrealDB. Find answers. Feature projects. Get connected.
About Me: (VoxHouse Studio Website)
Join us on #udkc irc.gamesurge.net or click here: http://clodel-studios.com/UDKC to chat live with others in the UDK community.
My biggest concern is we are losing a language that was created specifically for the purpose of gameplay programming and related tasks, there is not many of these around and of those UScript would have to be the best (if alittle old in some respects). I do appreciate it might take a reasonable investment on Epic's part going into the furture and keeping the language moving but it had alot of potential to do things raw c++ cant offer.
I do like the look of event flows and charts such as this are very common amongst designers, programmers and planners alike so it allows some transferable skills to be used but it does also limit us. For example if new events cannot be defined from gameplay code we end up in the same position we are in now![]()
That was visual studio
I think udk using ue4 will have no c++ or like in cryengine just one game dll
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