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just like C++ is just a superset of C
And Microsoft is making things more open source
C++ isnt a superset of C though
Any valid C code is valid C++ code, ergo C++ is a superset of C
It is
Not at all
Give me one line of code that would compile under C but not under C++
C++ doesn't allow most of the pointer casts involved with idiomatic C
Yes it does. It just has better syntax for those now, so people rarely use the old C pointer casts
No naming in struct initializers
You have to extern "C" all C headers to make sure symbols aren't mangled
I'm not well versed on struct initializers, so I can't speak to those
Wait, whys the convo on coding now?
Wasnt it electric cars before
Because we are actually qualified to talk about coding
@GingaBomber Because ping and I disagree on the definition of "<Language B> is a superset of <Language A>"
The compilers let you deviate from the specs but that doesn't really count as a language feature
Well I guess, but my expertise is only in C++ and C#
More C# now sincei ts easier to develop games in
i made a diagram awhile ago one sec
XNA still a thing? Haven't looked recently.
@Grenade123 I think I read about that a few years ago, but I don't remember the context
I mean, I have a book on it from a few years ago but it was when the xbox360 was still the main xbox, before the one
@ping Okay, I'll concede that you're probably right in that C++ isn't a *perfect* superset of C, but as far as most programmers are concerned, it's close enough as to not make a difference
@GingaBomber let me guess, unity? ๐ข
good when you want to work in small teams
and cant afford the assets to make full use of Unreal
i mean i'm on a 3 person team and unity was just completely awful
VR specifically
Cause no source control?
we dont even use the unreal source control features
unity is just so boilerplate heavy
among other things
well, I worked on unreal with a team
and I found that awful as well
And well. I didnt like the build times
Personally preference it seems.
I dabble in UE4 a bit. Not coding or blueprints though.
and it would often crash when making release builds
Unity's level editor is better
Unreal have the same release build option support?
But then, I also worked in Construct2 and Gamemaker, so shitty structure is not an issue for me
I dabbled in UE4 with a friend a few years ago, and it seemed bloated for what we were doing
Why you ask, uni course requirements
unreal has an excessive amount of build options
ugh
Ayy, good old construct and gamemaker
One of those didn't have a proper if statement or something similarly common if I remember
Think it was gamemaker.
It had an or condition, which was not the exact same
gamemaker had if
you just didnt need the brackets
but unity's UI system is absolute garbage (world space UIs are buggy as hell too),
shader development requires hopping to/from an external program and is a real pain in the ass
the animation system is inferior for basically every use case
building lightmaps is REALLY slow in unity, has very little tuning options, and looks inferior if you compare a well tuned unity scene with one from UE
unreal comes with automatic LODs, and has a pretty nice system of managing LODs directly from the static mesh
unreal comes with many options for generating collision meshes
i can go on
Or was it an else. Idk, it was like 7 years ago. It was missing something simple for continals. Or at least I couldn't figure it out in the less than a week I had to work with it
there are types of shaders unity straight up doesn't support
so it is actually severely limiting depending on what you are trying to do
What I'm getting from this is "There is no silver bullet [game engine] for game development"
i mean
Relevant XKCD: https://xkcd.com/927/
literally the only thing unity has better than UE is docs and their level editor is slightly easier to use
everything else is just a pita
sounds kinda like mongodb ๐ค
Doesnโt Unity have a better road tool?
one sec
good, the project im working on has no need of physics, lighting, or unique shaders
closest thing would be particles
unreal's particle systems are 10/10
What is unreal coding language, c++?
Yup
blueprints and C++
blueprints can be used for basically everything
also there are many scripting languages ported to UE
including C#
Blueprints are great because I canโt code. I canโt really blueprint either but thatโs a different problem.
C++ is the go to language for game development
Meh, one of my main problems with c++ is that I feel like I spend more time setting up the project and telling the complier were everything is than I do coding. But maybe that is just visual studio being dumb.
i'm not sure how comprehensive they are since i'm fine with C++
Id argue that
well kinda
i am used to both
the way UE is set up is kinda like Qt
Qt has their own preprocessor which makes using it a bit easier
@Grenade123 Visual Studio is often dumb, but it is still the best C/C++ IDE I've used
I do love it's debugger but have had little opportunity to look around to see if there is anything better
The only alternative I know of for C/C++ is Eclipse, and I don't even use Eclipse for Java, which is what it was designed for
I suppose there's Xcode for macs, but I'm not an Apple fanboi, so I've never used it
But dear God visual studios. "Oh, you want to reference that other project? Please follow this launch squence for the space shuttle to set that up. Oh, and I'll still randomly not find it in the middle of your work day."
Maybe I didn't have problems with that because the only external projects I referenced were through NuGet
I wasn't talking about external projects, I was talking about two projects in one solution.
which, for some reason, I always read as "New Get" until just now when I realized I could read it as "nug(g)et"
Then again, the code base at work is a mess and more just thrown together over 30 years than actually designed.
But what do you expect from something coded on the back of a truck doing the thing the program is designed to support
Ah, the plight of working on a "mature" code base. You want to say it's good because it's "mature", but at the same time it's got so much cruft in it that you can't really say that and sleep well at night
CLion is good
Qt Creator if you want something lighter
At my first job after graduating there was a project they wrote nearly 15 years before I started there, and everybody was so afraid to touch the code for fear of breaking it that we never added features. At the same time, though, nobody was willing to write a new solution
Really, if it was as easy as it is in c# to reference things, and the intellicense was as good, I wouldn't mind c++ as much.
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