Open RomanZhu opened 5 years ago
Just want to participate in this issue a bit.
Right now Lumberyard utilizes Lua as its programming language for making stuff on-the-fly where you don't need to dive into C++ to create components and logic around them. While Lua is a simple and productive tool, it's very slow when it comes to performance as any other interpreted, dynamically typed language. You may say something like you can use C++ if you care about performance but then we face other issues such as: slow iteration time, safety, debugging, and so on.
A compromise solution? VM compiled, statically/dynamically typed language. C# is a perfect tool that intended to solves this, and it's quite popular in gamedev especially at indie teams/companies.
C# scripting needs to be implemented.
I need to completely disagree with the statement regarding "C++ => C# is way less verbose, easier to learn and code."
C# scripting can be implemented if Ly guys desire so. But the really main issue here is the clarity of the Game Framework, ease of use and productivity. Not the language.
Hi
That is the key part for me and a lot of other developers who I was talking to about Lumberyard.
There are 2 ways to code now (non visually):
I hope there will be ability to use C# at some point. I like lumberyard so far, but coding for it is THE problem for me.