The first three generations of the Unreal Engine included a sandboxed scripting language, UnrealScript, which provided a simple interface for gameplay programming that was shielded from the complexity of the C++ engine.
The scripting approach is very welcoming to new programmers, but eventually it breaks down and becomes an obstacle to innovation and shipping. We experienced this over time as the Unreal Engine grew until finally, in 2011, we moved to a pure C++ architecture. The causative factors were both pervasive and general:
- As an engine and its community grows, there is increasing pressure to expose more of the its native C++ features to the scripting environment. What starts out as a sandbox full of toys eventually grows into a desert of complexity and duplication.
- As the script interface expands, there is a seemingly exponential increase in the cost and complexity of its interoperability or "interop" layer where C++ and script code communicate through a multi-language interface for calling functions and marshaling data. Interop becomes very tricky for advanced data types such as containers where standard scripting-language idioms differ greatly in representation and semantics from their templated C++ counterparts.
- Developers seeking to take advantage of the engine's native C++ features end up dividing their code unnaturally between the script world and the C++ world, with significant development time lost in this Interop Hell.
- Developers need to look at program behavior holistically, but quickly find that script debugging tools and C++ debugging tools are separate and incompatible. Seeing where script code had gone wrong is of little value if you can't trace the C++ that code led to it, and vice-versa.
It is these reasons, ultimately, that led to Epic's move to pure C++. And the benefits are numerous: UE4 is a unified and fully-debuggable code base, freed from Interop Hell and totally open to programmers to study, modify, and extend. There are side-benefits, too, such as increased performance in gameplay code, and ease of integrating other middleware written in C++.
Building Unreal Engine 4 as a unified C++ codebase has been very freeing, giving engine and gameplay programmers enormous flexibility to write code without unnecessary interop barriers.
This isn't to say that C++ is the ideal language for simple gameplay code. It is more complex and more dangerous than UnrealScript, C#, and JavaScript. But that is another way of saying that it's more powerful.
By making peace with complexity and writing code in C++, there is absolutely no limit to what you can accomplish, whether it involves debugging your entire codebase in-context, interfacing to low-level engine systems, modifying them, or talking to the operating system or advanced third-party libraries.

【Tim Sweeney】Why C++ for Unreal 4?的更多相关文章

  1. 【HAPPY FOREST】用Unreal Engine4绘制实时CG影像

    用Unreal Engine绘制实时CG影像 近年来,对实时CG的关心热度越来越高,但要想弥补与预渲染方式的差异并不是那么容易.这里就有影像业界的先锋进行挑战的MARZA ANIMATION PLAN ...

  2. Python之路3【第一篇】Python基础

    本节内容 Python简介 Python安装 第一个Python程序 编程语言的分类 Python简介 1.Python的由来 python的创始人为吉多·范罗苏姆(Guido van Rossum) ...

  3. Python之路【第一篇】:Python简介和入门

    python简介: 一.什么是python Python(英国发音:/ pa θ n/ 美国发音:/ pa θɑ n/),是一种面向对象.直译式的计算机程序语言. 每一门语言都有自己的哲学: pyth ...

  4. 【UOJ#33】【UR#2】树上GCD 有根树点分治 + 容斥原理 + 分块

    #33. [UR #2]树上GCD 有一棵$n$个结点的有根树$T$.结点编号为$1…n$,其中根结点为$1$. 树上每条边的长度为$1$.我们用$d(x,y)$表示结点$x,y$在树上的距离,$LC ...

  5. GDC2016 Epic Games【Bullet Train】 新风格的VR-FPS的制作方法

    追求“舒适”和“快感”的VR游戏设计方法   http://game.watch.impress.co.jp/docs/news/20160318_749016.html     [Bullet Tr ...

  6. Python自动化 【第一篇】:Python简介和入门

    Python简介: 一.什么是python Python是一门动态解释性的强类型定义语言. pythonde 特点:“优雅”.“明确”.“简单”. 二.Python由来 python的创始人为吉多·范 ...

  7. 【CEDEC 2015】【夏日课堂】制作事宜技术篇,新手职员挑战VR Demo开发的真相

    日文原文地址 http://www.4gamer.net/games/277/G027751/20150829002/ PS:CEDEC 2015的PPT有些要到10月才有下载,目前的都是记者照片修图 ...

  8. OC学习心得【适合初学者】

    一.类和对象 1.OC语言是C语言的扩充,并且OC是iOS和OS X操作系统的编程语言. ①具备完善的面向对象特性: 封装:将现实世界中存在的某个客体的属性与行为绑定在一起,并放置在一个逻辑单元内 继 ...

  9. 【ASP.NET】判断访问网站的客户端是PC还是手机

    原文:[ASP.NET]判断访问网站的客户端是PC还是手机 主要就是通过客户端传递的User-agent来判断访问网站的客户端是PC还是手机,.NET中就是Request.ServerVariable ...

随机推荐

  1. Codeforces Round #334(div.2) A

    A. Uncowed Forces time limit per test 1 second memory limit per test 256 megabytes input standard in ...

  2. IIS Express 无法启动

    IIS Express 无法启动1. \.vs\config\applicationhost.config2. 打开.csproject 中把 <UseIIS> 改成 False ---- ...

  3. d题

    #include<iostream>#include<algorithm>using namespace std;int a[200005];int b[200005];int ...

  4. ubuntu下找不到eth0

    1.,查找不到eth0 2.修改/etc/network/interface 发现没有eth0网卡信息 添加如下 autho eth0 iface eth0 inet dhcp 执行 sudo /et ...

  5. php 二维数组自定义排序

    eg1:只根据一个规则进行排序,比如我下面的数组是一组满减折扣的信息,我要按照满减的金额从小到大排序 代码: <?php $arr =[ ["amount"=> 60, ...

  6. IIS 配置asp.net 环境

    打开Internet信息服务管理器,在左侧点击“应用程序池”,下面将以asp.net v4.0 程序池为例 在中间的“ASP.NET V4.0”上右键“高级选项”,展开“进程模型”,找“标识”选项,然 ...

  7. list 增 删 改 查 及 公共方法

    # 热身题目:增加名字,并且按q(不论大小写)退出程序 li = ['taibai','alex','wusir','egon','女神'] while 1: username = input('&g ...

  8. java 与 数据库的连接

    Eclipse中使用SQL server 2017数据库 一.准备材料 要能够使用数据库就要有相应的JDBC,所以我们要去Microsoft官网下载https://www.microsoft.com/ ...

  9. [转]AngularJS+UI Router(1) 多步表单

    本文转自:https://www.zybuluo.com/dreamapplehappy/note/54448 多步表单的实现   在线demo演示地址https://rawgit.com/dream ...

  10. [转]使用Node.js完成的第一个项目的实践总结

    本文转自:http://blog.csdn.net/yanghua_kobe/article/details/17199417 https://github.com/yanghua/FixedAsse ...