F5F Stay Refreshed Software PC Gaming Mario appears stunning while moving in Unreal Engine 4 during a tech showcase for 'A Boy And His Kite'.

Mario appears stunning while moving in Unreal Engine 4 during a tech showcase for 'A Boy And His Kite'.

Mario appears stunning while moving in Unreal Engine 4 during a tech showcase for 'A Boy And His Kite'.

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lSticKl
Member
211
11-16-2019, 09:12 AM
#21
The possibilities are unclear. It seems either Nintendo won’t release it (they might not understand the situation) OR they’ll likely create a fan-made version that gets taken down.
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lSticKl
11-16-2019, 09:12 AM #21

The possibilities are unclear. It seems either Nintendo won’t release it (they might not understand the situation) OR they’ll likely create a fan-made version that gets taken down.

V
VortexAh
Member
160
11-16-2019, 09:12 AM
#22
I understand this, and it's an issue. Nintendo should focus more and genuinely attempt things instead of just trying.
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VortexAh
11-16-2019, 09:12 AM #22

I understand this, and it's an issue. Nintendo should focus more and genuinely attempt things instead of just trying.

A
ASpray
Member
122
11-16-2019, 09:12 AM
#23
People seem focused on UE4, it looks interesting, and it's new, right? I think there are fewer newsworthy posts here that match the attention this one is getting.
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ASpray
11-16-2019, 09:12 AM #23

People seem focused on UE4, it looks interesting, and it's new, right? I think there are fewer newsworthy posts here that match the attention this one is getting.

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Nociph
Member
98
11-16-2019, 09:12 AM
#24
Are you sure this works only on Windows? It seems odd that developers stick to certain tools like DirectX, even though there are better options that work across platforms.
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Nociph
11-16-2019, 09:12 AM #24

Are you sure this works only on Windows? It seems odd that developers stick to certain tools like DirectX, even though there are better options that work across platforms.

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gamerpgf
Member
175
11-16-2019, 09:12 AM
#25
It's not my decision, C++ isn't very clear, I really like UE4 but without a simple scripting tool it feels useless to me. Unfortunately, nobody seems to create a low-level language like C++ that offers the same ease and productivity as C# or Java, despite having many libraries already built. The concepts in C++ I find difficult, even though I get them: - Macros and inline functions are confusing, what’s that doing here? - Having .h and .cpp files in one place is problematic, especially when you add more classes and they interact, a single file would simplify things. - This seems to be meant for simple management, but it actually works the opposite compared to C# scripts in Unity. - Compilation times are too long. - In UE4 there’s no autocomplete in the IDE (even though it doesn’t support C++), which makes it hard—files are numerous and include files take forever to show suggestions, forcing me to remember details like UPROPERTY parameters that don’t get help. - Everything in C# comes with a description and is easy to grasp without looking up online, but with C++ it’s the reverse. I’m just starting with both C# and C++, so I might be mistaken, but learning C++ concepts only makes it more frustrating. I know C# has limitations because it’s Microsoft’s language, but I still struggle with C++, even though everyone talks about C++ 11/14 as a modern tool with new features. The STL and UE API are full of macros, which only add to the confusion whenever I see them used as parameters or called randomly.
G
gamerpgf
11-16-2019, 09:12 AM #25

It's not my decision, C++ isn't very clear, I really like UE4 but without a simple scripting tool it feels useless to me. Unfortunately, nobody seems to create a low-level language like C++ that offers the same ease and productivity as C# or Java, despite having many libraries already built. The concepts in C++ I find difficult, even though I get them: - Macros and inline functions are confusing, what’s that doing here? - Having .h and .cpp files in one place is problematic, especially when you add more classes and they interact, a single file would simplify things. - This seems to be meant for simple management, but it actually works the opposite compared to C# scripts in Unity. - Compilation times are too long. - In UE4 there’s no autocomplete in the IDE (even though it doesn’t support C++), which makes it hard—files are numerous and include files take forever to show suggestions, forcing me to remember details like UPROPERTY parameters that don’t get help. - Everything in C# comes with a description and is easy to grasp without looking up online, but with C++ it’s the reverse. I’m just starting with both C# and C++, so I might be mistaken, but learning C++ concepts only makes it more frustrating. I know C# has limitations because it’s Microsoft’s language, but I still struggle with C++, even though everyone talks about C++ 11/14 as a modern tool with new features. The STL and UE API are full of macros, which only add to the confusion whenever I see them used as parameters or called randomly.

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