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On the other hand if you make blueprints without really knowing the engine you'll quickly end up with a mess of cobbled together poor solutions which sort of wo
by Agentlien 5y ago
On the other hand if you make blueprints without really knowing the engine you'll quickly end up with a mess of cobbled together poor solutions which sort of work.
- kwertyoowiyop 5y agoYou can do that in C++ very easily too.
- Agentlien 5y agoAbsolutely, but I've seen it happen a lot more in visual scripting languages than in C++. Mainly because it lowers the entry requirements to people who don't understand what they're doing.
- kwertyoowiyop 5y agoAgreed 100%. Then you have to bring in a Sr. Engineer to reorganize and rearchitect all the “not code.”
- spywaregorilla 5y agoThat's fine. By the end you'll know the engine and be able to make it better.
- Agentlien 5y agoThat sounds fine for hobby projects but I used to work in a AAA studio where much of the game logic was made this way and a lot of engineering time went into identifying and fixing issues (both functional and performance) caused by designers or TAs working this way without asking help when they needed it.