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. TensorFlow入门测试程序

    import tensorflow as tf from tensorflow.examples.tutorials.mnist import input_data mnist=input_data. ...

  2. Go语言基础之20--web编程框架之Gin框架

    一.Gin框架介绍 1.1 简介 A. 基于httprouter开发的web框架. http://github.com/julienschmidt/httprouter B. 提供Martini风格的 ...

  3. CAS 5.X 安装

    官方文档: https://apereo.github.io/cas/5.1.x/index.html 几个基本概念 CAS Server: SSO服务器端 CAS Client : SSO客户端,内 ...

  4. ubuntu中误删/var/lib/dpkg/info的补救方法

    今晚在ubuntu上安装一个软件时,出现这样的错误提示:E: Sub-process /usr/bin/dpkg returned an error code (1)然后在网上找了查找问题原因及解决方 ...

  5. 提取SQL中用到的表

    dos2unix * for i in `ls` do :}` awk '{print tolower($0)}' "${i}"|grep -Eiw "from" ...

  6. 19. Remove Nth Node From End of List(C++,Python)

    Given a linked list, remove the nth node from the end of list and return its head. For example, Give ...

  7. my27_OGG MySQL To MySQL错误汇总

    OGG-00446 2019-02-12T14:57:57.668+0800 ERROR OGG-00446 Oracle GoldenGate Delivery for MySQL, r1.prm: ...

  8. my15_ mysql binlog格式从mixed修改为row格式

    由于主库繁忙,就在从库上修改binlog格式 1. 从库切日志mysql> flush logs;Query OK, 0 rows affected (0.00 sec) mysql> f ...

  9. 爬虫(GET)——传递要查询的关键字

    工具:python3 目标:传递关键字,爬取任意关键字的页面 import urllib.request # 定义User-Agent,要爬取的url,以及要查询的关键字 headers = {&qu ...

  10. va_list arg_list va_start(arg_list, format) va_end( arg_list ) 原理的理解

    void log( int log_level, const char* file_name, int line_num, const char* format, ... ) { .......... ...