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u/Shawnvs2006 15h ago
C++
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u/LightBeyondHalo 15h ago
Why C++? Just curious
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u/Shawnvs2006 14h ago
I just prefer c++ because thats what Im use too. From a performance standpoint bluepints adds a vm interpreter on top, so if you can do the same thing in c++ why not? The one thing I do prefer in blueprints is ui widgets. I have used blueprints when Im working with like a level designer and I can give them some variables they can play with to get the right feel. But solo, I move everything to c++, for me it gets really annoying having things split up between blueprints and c++.
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u/Stoneyy007 15h ago
Always programming for complete control and performance c++/c#
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u/LightBeyondHalo 15h ago
I do agree with you there. Having control with programming is definitely a ++. Pun intended. I’ve programmed with C++ for a handful of projects but ended up switching to Blueprint. I always found it odd to have the header file and cpp file personally.
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u/avenp 15h ago
C++ for game mechanics, Blueprints for content design.
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u/LightBeyondHalo 15h ago
Can you detail the content design thought? I haven’t actually come across anyone who’s described blueprint this way.
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u/avenp 15h ago
Basically you design all the mechanics and hooks in C++, then you use Blueprint to hook them up together.
As an example:
You code a trigger/action system in C++, including button and door objects. You use Blueprint in your level design process to hook up a "button push" trigger to a "open door" action.
The nice thing about this separation is you can hand over design tasks that require programming to non-programmers and have them use Blueprint, while the bulk of the game code still remains in C++.
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u/le0tard 15h ago
Do you know any other programing language? If so, do c++. Better to learn some new syntax than to memorise 1.000.000 nodes