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2018-01-10 01:18:04 UTC

just like C++ is just a superset of C

2018-01-10 01:18:20 UTC

And Microsoft is making things more open source

2018-01-10 01:18:25 UTC

C++ isnt a superset of C though

2018-01-10 01:18:38 UTC

Any valid C code is valid C++ code, ergo C++ is a superset of C

2018-01-10 01:18:44 UTC

It is

2018-01-10 01:18:45 UTC

Not at all

2018-01-10 01:19:00 UTC

Give me one line of code that would compile under C but not under C++

2018-01-10 01:19:12 UTC

C++ doesn't allow most of the pointer casts involved with idiomatic C

2018-01-10 01:19:31 UTC

Yes it does. It just has better syntax for those now, so people rarely use the old C pointer casts

2018-01-10 01:19:44 UTC

No naming in struct initializers

2018-01-10 01:20:24 UTC

You have to extern "C" all C headers to make sure symbols aren't mangled

2018-01-10 01:20:39 UTC

I'm not well versed on struct initializers, so I can't speak to those

2018-01-10 01:21:03 UTC

@Revan it doesn't, under the spec you can only up/downcast pointers

2018-01-10 01:21:31 UTC

@ping But the compilers still have to support it

2018-01-10 01:21:35 UTC

Wait, whys the convo on coding now?

2018-01-10 01:21:41 UTC

Wasnt it electric cars before

2018-01-10 01:21:55 UTC

Because we are actually qualified to talk about coding

2018-01-10 01:22:10 UTC

@GingaBomber Because ping and I disagree on the definition of "<Language B> is a superset of <Language A>"

2018-01-10 01:22:10 UTC

The compilers let you deviate from the specs but that doesn't really count as a language feature

2018-01-10 01:22:25 UTC

Well I guess, but my expertise is only in C++ and C#

2018-01-10 01:22:40 UTC

More C# now sincei ts easier to develop games in

2018-01-10 01:22:58 UTC

i made a diagram awhile ago one sec

2018-01-10 01:23:20 UTC

XNA still a thing? Haven't looked recently.

2018-01-10 01:23:44 UTC

@Grenade123 I think I read about that a few years ago, but I don't remember the context

2018-01-10 01:24:40 UTC

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

2018-01-10 01:25:05 UTC

@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

2018-01-10 01:25:17 UTC

@GingaBomber let me guess, unity? ๐Ÿ˜ข

2018-01-10 01:25:39 UTC

good when you want to work in small teams

2018-01-10 01:25:50 UTC

and cant afford the assets to make full use of Unreal

2018-01-10 01:25:55 UTC

i mean i'm on a 3 person team and unity was just completely awful

2018-01-10 01:26:00 UTC

VR specifically

2018-01-10 01:26:06 UTC

Cause no source control?

2018-01-10 01:26:21 UTC

we dont even use the unreal source control features

2018-01-10 01:26:31 UTC

unity is just so boilerplate heavy

2018-01-10 01:26:40 UTC

among other things

2018-01-10 01:26:48 UTC

well, I worked on unreal with a team

2018-01-10 01:26:53 UTC

and I found that awful as well

2018-01-10 01:27:14 UTC

And well. I didnt like the build times

2018-01-10 01:27:18 UTC

Personally preference it seems.

2018-01-10 01:27:19 UTC

I dabble in UE4 a bit. Not coding or blueprints though.

2018-01-10 01:27:26 UTC

and it would often crash when making release builds

2018-01-10 01:27:29 UTC

Unity's level editor is better

2018-01-10 01:27:51 UTC

Unreal have the same release build option support?

2018-01-10 01:28:00 UTC

But then, I also worked in Construct2 and Gamemaker, so shitty structure is not an issue for me

2018-01-10 01:28:07 UTC

I dabbled in UE4 with a friend a few years ago, and it seemed bloated for what we were doing

2018-01-10 01:28:08 UTC

Why you ask, uni course requirements

2018-01-10 01:28:09 UTC

unreal has an excessive amount of build options

2018-01-10 01:28:10 UTC

ugh

2018-01-10 01:28:28 UTC

Ayy, good old construct and gamemaker

2018-01-10 01:29:11 UTC

One of those didn't have a proper if statement or something similarly common if I remember

2018-01-10 01:29:19 UTC

Think it was gamemaker.

2018-01-10 01:29:31 UTC

It had an or condition, which was not the exact same

2018-01-10 01:30:32 UTC

gamemaker had if

2018-01-10 01:30:37 UTC

you just didnt need the brackets

2018-01-10 01:31:33 UTC

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

2018-01-10 01:31:37 UTC

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

2018-01-10 01:32:12 UTC

there are types of shaders unity straight up doesn't support

2018-01-10 01:32:24 UTC

so it is actually severely limiting depending on what you are trying to do

2018-01-10 01:32:31 UTC

What I'm getting from this is "There is no silver bullet [game engine] for game development"

2018-01-10 01:32:36 UTC

i mean

2018-01-10 01:32:56 UTC

Relevant XKCD: https://xkcd.com/927/

2018-01-10 01:33:11 UTC

literally the only thing unity has better than UE is docs and their level editor is slightly easier to use

2018-01-10 01:33:24 UTC

everything else is just a pita

2018-01-10 01:33:40 UTC

sounds kinda like mongodb ๐Ÿค”

2018-01-10 01:33:40 UTC

Doesnโ€™t Unity have a better road tool?

2018-01-10 01:34:07 UTC

one sec

2018-01-10 01:34:10 UTC

good, the project im working on has no need of physics, lighting, or unique shaders

2018-01-10 01:34:16 UTC

closest thing would be particles

2018-01-10 01:35:02 UTC

unreal's particle systems are 10/10

2018-01-10 01:35:16 UTC

What is unreal coding language, c++?

2018-01-10 01:35:21 UTC

Yup

2018-01-10 01:35:23 UTC

blueprints and C++

2018-01-10 01:35:32 UTC

blueprints can be used for basically everything

2018-01-10 01:35:43 UTC

also there are many scripting languages ported to UE

2018-01-10 01:35:48 UTC

including C#

2018-01-10 01:36:05 UTC

Blueprints are great because I canโ€™t code. I canโ€™t really blueprint either but thatโ€™s a different problem.

2018-01-10 01:36:18 UTC

C++ is the go to language for game development

2018-01-10 01:36:27 UTC

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.

2018-01-10 01:36:30 UTC

i'm not sure how comprehensive they are since i'm fine with C++

2018-01-10 01:36:40 UTC

Id argue that

2018-01-10 01:36:41 UTC

well kinda

2018-01-10 01:36:51 UTC

i am used to both

2018-01-10 01:36:55 UTC

the way UE is set up is kinda like Qt

2018-01-10 01:37:31 UTC

Qt has their own preprocessor which makes using it a bit easier

2018-01-10 01:37:42 UTC

@Grenade123 Visual Studio is often dumb, but it is still the best C/C++ IDE I've used

2018-01-10 01:38:24 UTC

I do love it's debugger but have had little opportunity to look around to see if there is anything better

2018-01-10 01:38:56 UTC

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

2018-01-10 01:39:15 UTC

I suppose there's Xcode for macs, but I'm not an Apple fanboi, so I've never used it

2018-01-10 01:40:16 UTC

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."

2018-01-10 01:40:46 UTC

Maybe I didn't have problems with that because the only external projects I referenced were through NuGet

2018-01-10 01:41:22 UTC

I wasn't talking about external projects, I was talking about two projects in one solution.

2018-01-10 01:41:33 UTC

which, for some reason, I always read as "New Get" until just now when I realized I could read it as "nug(g)et"

2018-01-10 01:42:01 UTC

Then again, the code base at work is a mess and more just thrown together over 30 years than actually designed.

2018-01-10 01:42:34 UTC

But what do you expect from something coded on the back of a truck doing the thing the program is designed to support

2018-01-10 01:42:45 UTC

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

2018-01-10 01:43:16 UTC

CLion is good

2018-01-10 01:43:28 UTC

Qt Creator if you want something lighter

2018-01-10 01:43:55 UTC

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

2018-01-10 01:44:38 UTC

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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