Open cholf5 opened 1 week ago
C++ is too complex and a bit too heavy for writing game logic, and it is a bit annoying to recompile it all the time.
The advantage of blueprints is that they are friendly to non-programmers, but they are almost all disadvantages for programmers:
C++ is too complicated, blueprints are too simple, and UE has always lacked a good intermediate language like C# used by Unity. It is said that UE6 will have Verse scripting language, which is used to solve this pain point, but after looking at the syntax, I don’t like it very much.
Angelscript (hereinafter referred to as AS) solves the above problems very well, and has passed the success of It Takes Two, proving that it is capable of developing any large-scale game.
The following are some advantages I felt during my learning and using AS:
Because of its powerful and complete functions and its current popularity in the game industry, I have wanted to learn UE more than once in the past few years, but I was discouraged by C++ and blueprints. It's not that I can't learn C++, on the contrary, C/C++ is my enlightenment language. I taught myself C language in high school, and I have been using C++ for the first few years after work, so C++ is not an obstacle for me, I just think it is inappropriate to appear here. And blueprints are completely anti-human things for me. For specific principles, see the 4 points mentioned above.
Until I came into contact with AS, it felt like a fish in water, and finally there was a language worthy of UE. This gave me a lot of learning pleasure while using AS to learn UE, because there was a sense of pleasure of dimensionality reduction. Watching others work hard to make an inconspicuous function with C++ and blueprints, while you can get it done in a few strokes with AS, the feeling is really indescribable.
Of course, there are other languages to choose from, such as:
Why did I choose AS?
UE6's Verse is worth looking forward to. If the integration is particularly easy to use, the ugly syntax is not unacceptable, but before that, AS is still the best choice.
C++过于复杂,对于写游戏逻辑来说有点太重度了,而且动不动就要重新编译也有点烦人。
蓝图的优点是对于非程序员友好,但对程序员来说几乎全是缺点:
C++ 过于复杂,蓝图过于简单,UE 一直缺少一个类似 Unity 用的 C# 那样好用的中间语言,据说 UE6 会有 Verse 脚本语言,即是用来解决这一痛点的,但看了下语法,我并不很喜欢。
Angelscript(下文简称AS)很好的解决了上面的问题,并且已经经过了 It Takes Two 的成功,证明其有能力开发任意的大型游戏。 以下是我在学习和使用 AS 期间感受到的一些优点:
因为 UE 强大而完备的功能,以及目前在游戏行业的流行程度,过去几年我曾经不止一次的想学习它,但都被 C++ 和蓝图劝退了。我不是学不会 C++,相反 C/C++ 是我的启蒙语言,我在高中时就自学C语言了,工作后的前几年一直都是用C++,所以C++不是我的障碍,我只是觉得它出现在这里不合时宜。而蓝图对我来说,完全就是反人类的东西,具体原因见上面说的4条。
直到我接触了 AS,那感觉就像是如鱼得水,终于有一门语言配得上 UE 了。我在使用 AS 学习 UE 期间获得了很大的学习乐趣,因为有一种降维打击的愉快感,看着别人用 C++ 和蓝图累死累活的做一个不起眼的功能,而你用 AS 三两下就搞定了,那感觉真是难以形容。
当然也有其他语言可供选择,比如:
我为什么选择 AS?
UE6 的 Verse 值得期待,如果集成的特别好用,语法丑一点也不是不能接受,但在这之前,AS 仍然是最好的选择。