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Why would Epic, owners of the primary reason why C++ is gravitated towards in game programming, spend time and money creating Yet Another Language just to satiate luminaries?


Hubris. "Look at us, we have these LANGUAGE EXPERTS working for us".

As a result the only presentations these people do are about how great their new Yet Another Language toy is.

Compare this to, say, Jonathan Blow talking about design decisions for his language: https://www.youtube.com/watch?v=uZgbKrDEzAs


I'm confused by this example, Jonathan Blow sounds identical to LANGUAGE EXPERTS here. If anything the difference stems from humor, but they're both doing the exact same thing - arguing Yet Another Language is better.


> I'm confused by this example, Jonathan Blow sounds identical to LANGUAGE EXPERTS here.

No, he doesn't. He lists what problems he's running into, the challenges he faces and what his language is trying to do to mitigate that.

The two presentations I've seen on Verse are: "look at this python-like language and its syntax" and "look at the types in this language!".

We've yet to see anything of any substance that actually describe the whys and the whats of the language beyond "oh yea we use STM to code for multiple servers" (which is a nonsensical statement)


C++ was already a big thing in game development before Unreal was anything to care about.


Likely identified one of their few remaining growth bottlenecks to be speed of development.


For further evidence, this similarly dated headline:

"Fortnite Creator Economy 2.0 will share 40% of net revenue"


The cachet they gain from having those luminaries and keeping them satisfied might outweigh the costs.


Generally speaking that's true. But I'm not entirely sure many luminaries would be satisfied being relegated to being the "Fortnite language". Surely they have larger goals here and it's why Epic is bothering when so much of their ecosystem relies on C++ currently.


I suspect they intend to roll this out the unreal engine some time in the future. Many people have been asking for a text based approach to game scripting (often it's ex-unity people asking for C# support.

Perhaps fortnight is kind of a test.




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