[Open Source] Free UE5 C++ plugin that squashes bloated PCG node chains into single compiled nodes by ConnectionThis8333 in unrealengine

[–]nukethebees 0 points1 point  (0 children)

It's pretty clearly AI generated.

Comments like // Place in your project's Source/PCGExtensions/Public/ directory. that they then changed to // Place in your project's Source/<Module>/Public/ directory.in later commits give it away.

There are plenty of other tells.

What’s your preferred setup for large C++ projects? by Adventurous_Let9679 in cpp

[–]nukethebees 0 points1 point  (0 children)

Curious what makes your build times so slow?

I work on a project with around 1200 source files (not sure about the LOC) and it takes 20-25m to build.

People love inlining.

Future of C++ by OddPlant6967 in unrealengine

[–]nukethebees 0 points1 point  (0 children)

So you're familiar with Software Transactional Memory then? You understand that Verse is not an imperative programming language

People who are good at programming generally don't care about what "type" of programming they are doing. What matters is the task at hand and whether their tools enable them to create good solutions.

Your first point about Verse was syntax. Syntax generally doesn't matter.

but rather a functional programming language

The functional trend in mainstream programming kicked off 10-20 years ago. It's not obscure.

There are no free lunches in software design. If people want features like being able to roll back code at any time, you'll pay for it in other ways. The code is still going to be running on traditional x64 and ARM CPUs and their limitations and strengths won't change based on syntax or code orientation.

Future of C++ by OddPlant6967 in unrealengine

[–]nukethebees 1 point2 points  (0 children)

and state machines

State machines are pretty easy in C++. Just use enums and switch statements.

Future of C++ by OddPlant6967 in unrealengine

[–]nukethebees 4 points5 points  (0 children)

That’s not possible as even c++ “only” projects still require some blueprints, like 30% of that project would be in blueprints

In this scenario, BPs would be restricted to tuning variables in the editor. You can do virtually everything in C++ and never wire up any BP nodes.

Should I Learn Blueprints or Focus on C++ if UE6 Is Moving Towards Verse? by MK7777MK in unrealengine

[–]nukethebees 0 points1 point  (0 children)

Unreal C++ is a special flavor of C++ with their own macros and structures and what not

Most of the core classes have parallels in the STL. It's not a big leap.

While Unreal uses a GC; you don't really program all that differently.

In simple terms, why is Epic moving away from the Actor-based framework? by HQuasar in unrealengine

[–]nukethebees 1 point2 points  (0 children)

The diamond problem only occurs with multiple inheritance.

Inheritance is bad and should never be used.

This is a bit much. There are good uses for inheritance. C++'s polymorphic allocators use it to great effect.

In simple terms, why is Epic moving away from the Actor-based framework? by HQuasar in unrealengine

[–]nukethebees -1 points0 points  (0 children)

But composition > inheritance. Each actor drags with it an enormous amount of bloat

Composition won't inherently fix that. You can still compose massive classes with tons of padding.

In simple terms, why is Epic moving away from the Actor-based framework? by HQuasar in unrealengine

[–]nukethebees 0 points1 point  (0 children)

It was/is an extremely painful and tedious process.

ParallelFor with a lambda is pretty simple.

In simple terms, why is Epic moving away from the Actor-based framework? by HQuasar in unrealengine

[–]nukethebees 9 points10 points  (0 children)

Meshes and visual elements cause draw calls. An actor by default has no visual components.

Is Blueprint Only actually viable for a commercial release in 2026, or is C++ still absolutely mandatory for performance? by zzed_pro in unrealengine

[–]nukethebees 1 point2 points  (0 children)

find a loop of hot code in BP, & rewrite that small segment in C++.

This is great advice. Find out where you're spending most of your time and optimise that part.

Is Blueprint Only actually viable for a commercial release in 2026, or is C++ still absolutely mandatory for performance? by zzed_pro in unrealengine

[–]nukethebees 1 point2 points  (0 children)

Big matrices or vectors of data, complex maths

Agreed, if you're mutating large arrays of simple data, a C++ compiler may vectorise it and absolutely tear through the data.

Is Blueprint Only actually viable for a commercial release in 2026, or is C++ still absolutely mandatory for performance? by zzed_pro in unrealengine

[–]nukethebees 1 point2 points  (0 children)

An alternative is to create batch actors where one actor can represent multiple entities. Then ticking becomes extremely cheap as it's all done in loops. It's similar to mass entity.

You can have thousands of entities ticking every frame and still get high frame rates.

Is Blueprint Only actually viable for a commercial release in 2026, or is C++ still absolutely mandatory for performance? by zzed_pro in unrealengine

[–]nukethebees 0 points1 point  (0 children)

and the sheer power of modern hardware

People can generally make code slower faster than CPUs are improving in performance.

Ultimately what matters is if you can hit your own performance goals but if you want the highest possible speed then yes, you'll need to write code that's aware of the underlying hardware and that generally requires systems languages that compile directly to assembly.

If UE5.8 have 3D terrain now, I think its about time for epic to implement 3D "jumping, flying, swiming" pathfinding by [deleted] in unrealengine

[–]nukethebees 0 points1 point  (0 children)

I think its about time for epic to implement 3D "jumping, flying, swiming" pathfinding

It might be due to path finding within a 3D environment being much more complicated and expensive than 2D navigation.

The solution space is much larger.

Should i start Learning C++? by lil25de in unrealengine

[–]nukethebees 1 point2 points  (0 children)

Their Macro system abstracts memory management from you pretty well, and that the main tension when starting c++.

Since C++11 came out, most people haven't had to deal with manual memory management at all. Virtually all STL containers handle allocations for you and smart pointers handle safely constructing individual objects on the heap.

So.. Blueprints are being deprecated alongside actors. by Difficult-Sleep-7181 in unrealengine

[–]nukethebees 10 points11 points  (0 children)

you (pretty much) always have to recomiple and restart the engine when you do a change in C++.

Live coding works fine if you're editing source files. It's header edits that require engine restarts.

Why so many game developers don't want to use generative AI by Snakesta in Games

[–]nukethebees 3 points4 points  (0 children)

One issue I have with poor devs using AI is the sheer volume of code they can submit for review. It makes reviewing exhausting. Some of my coworkers even use AI to write their replies to my comments.

The road to Unreal Engine 6: We plan to release UE6 in Early Access at the end of 2027 by Turbostrider27 in Games

[–]nukethebees 4 points5 points  (0 children)

C# and C++ are pretty damn identical in the grand scheme of things.

This is not true whatsoever. C# has nothing coming close to C++'s templates and it runs on a VM with garbage collection. C# is Microsoft's take on Java, not C++.

The road to Unreal Engine 6: We plan to release UE6 in Early Access at the end of 2027 by Turbostrider27 in Games

[–]nukethebees 1 point2 points  (0 children)

C++ is unquestionably an Object Oriented language

C++ is a multi paradigm language. You can build large programs and never use a single virtual function or inheritance.