Blueprint VS. C++ When and How to Use Them

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  • เผยแพร่เมื่อ 24 ธ.ค. 2024

ความคิดเห็น • 18

  • @Alucard_Seven
    @Alucard_Seven 2 หลายเดือนก่อน +10

    For me its what would be quick and easy. Most times I find C++ great for the bulk of code, while I keep blueprints to UI and debugging. I still do hate how blueprints look, its looks messy and chaotic.

    • @thegamedevcave
      @thegamedevcave  2 หลายเดือนก่อน +2

      pretty much spot on yeah!

  • @RandomGuyyy
    @RandomGuyyy 2 หลายเดือนก่อน +3

    The BP/C++ split can be employed in various ways. I tend to write the logical details in C++ and use blueprints for the high level logic.

    • @thegamedevcave
      @thegamedevcave  2 หลายเดือนก่อน

      Yeah pretty much the same here!

    • @RandomGuyyy
      @RandomGuyyy หลายเดือนก่อน

      Replying here to say I'm now an Angelscript convert. AS is a great combo of the best bits of C++ and BP.

  • @kimil61
    @kimil61 2 หลายเดือนก่อน +1

    thanks!

  • @SadiqAuwaluSani-ds7lb
    @SadiqAuwaluSani-ds7lb 2 หลายเดือนก่อน +3

    Hi im back

  • @mahkhardy8588
    @mahkhardy8588 2 หลายเดือนก่อน +3

    13 material slots for a single weapon?

    • @thegamedevcave
      @thegamedevcave  2 หลายเดือนก่อน +4

      yeah artists that mae it didn't remove the material slot they used after baking the textures... i still haven't gotten around to reimporting the cleaned up FBX XD

  • @rickardzachrisson8997
    @rickardzachrisson8997 2 หลายเดือนก่อน

    0:54 I just cant unsee the "PersistatnWorld" typo :D

    • @thegamedevcave
      @thegamedevcave  2 หลายเดือนก่อน

      Hush hush about that 😂

  • @Punisher1992
    @Punisher1992 2 หลายเดือนก่อน

    how do you use vscode, i cannot get it to work...

    • @thegamedevcave
      @thegamedevcave  2 หลายเดือนก่อน +1

      Personally i use Rider

  • @mes2009
    @mes2009 หลายเดือนก่อน

    both better for Performance and test
    c++ take more time
    BP bye bye Performance

    • @Kaleidio
      @Kaleidio 15 วันที่ผ่านมา

      BP performance is not that bad *unless you very specifically* use loops, switch statements, or tons of mathematics. The reflection map itself doesn't touch performance that much at all but the moment you try adding a loop, it will chug. that's because BP's implementation of a loop is actually not at all a simple C++ instruction; it's a convoluted mess of a Blueprint Macro...of all things. Same with Switch. And Maths always has to go through an extra parameter layer that C++ does not.
      Because of that, as long as you treat blueprint as what it is; an event oriented programming language, then you'll be fine with performance, even with tens of thousands of objects. If you use it to tell an animator what animation to play, you're fine, C++ compared performance will be negligible. If you use it to spawn an actor, you're fine, again, C++ equivalent is pretty equally slow.
      But the moment you add even just one For Loop, of maybe even 3 steps, yeah no. that's a bit much in some scenarios.
      always scope your usage to your game's needs.

  • @hector3dev
    @hector3dev 2 หลายเดือนก่อน +1

    i hate blueprints, i don't like spaghetti coding! . I bet you are going back to Unity someday! :)

    • @thegamedevcave
      @thegamedevcave  2 หลายเดือนก่อน +2

      Unlikely tbh. I dont love making a whole game in just blueprint either... but thats where c++ comes in..

    • @rickardzachrisson8997
      @rickardzachrisson8997 2 หลายเดือนก่อน +1

      I previously worked about 20 years as a C++ dev in non gaming. It feels like the C++ part is more "scripting" than "programming". Hence I just do everything in Blueprint when there is no performance hit.