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isaiahg | 3 years ago
Also the c++ unreal shouldn't be compared to pure C++. You're working with the unreal framework which adds a lot of quality of life features. I've been working with it for the last month or so and while it's not as easy an experience as c# it's probably the cleanest c++ experience I've had so far.
rtpg|3 years ago
But the discoverability stuff along with loads of nice error checking are very nice.
lmc|3 years ago
dogles|3 years ago
Rare issues come up like: ``` int* Element = &Array[0]; Array.Add(0); *Element = 3; // could be access violation or memory-stomp if array was resized ``` Which can be addressed somewhat by code style policies.
Their garbage collector is also slightly weird in that it most things are deleted when there are no more references to it (as expected) but Actors can be deleted explicitly, in which case all references to them are set to null. This makes a lot of sense for a game engine actually, just perhaps unexpected from a language like C#.
jcelerier|3 years ago
Add a couple custom attributes implemented as a clang plug-in like e.g.
which can be done in a couple afternoons by an intern and things would look sooo muuuch better.