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#Actualroyibernthal

Posted 11 March 2013 - 07:04 AM

I understand what you're saying and it does make sense.

 

You are right but the distinction I'm making is between full-fledged programming languages and simplified scripting languages. Less "tools" to use, correct me if I'm wrong.

 

An Inventory system is first and foremost a list of items, but you can always complicate stuff. Same goes for other gameplay related features.

 

Would you define Unreal Engine 4's new "Hot Reload" feature (C++) as scripting? It matches your definition.

http://www.unrealengine.com/unreal_engine_4/

 

 

If gameplay programmers are not expected to program in C++, why do gameplay programming positions require expertise in it?


#6royibernthal

Posted 11 March 2013 - 06:49 AM

I understand what you're saying and it does make sense.

 

You are right but the distinction I'm making is between full-fledged programming languages and simplified scripting languages. Less "tools" to use, correct me if I'm wrong.

 

An Inventory system is first and foremost a list of items, but you can always complicate stuff. Same goes for other gameplay related features.

 

Would you define Unreal Engine 4's new "Hot Reload" feature (C++) as scripting?

http://www.unrealengine.com/unreal_engine_4/

 

It pretty much matches your description of scripting.

 

 

If gameplay programmers are not expected to program in C++, why do gameplay programming positions require expertise in it?


#5royibernthal

Posted 11 March 2013 - 06:13 AM

I understand what you're saying and it does make sense.

 

You are right but the distinction I'm making is between full-fledged programming languages and simplified scripting languages. Less "tools" to use, correct me if I'm wrong.

 

Well it depends on how complex you'd want to make something.

 

An Inventory system is first and foremost a list of items. Though you can always complicate stuff:

List of inventories, different types of inventory items extending each other, implementing stats which implement encrypted variables, linking it to the Power Ups system which is another system in itself, etc...

The amount of features can be endless, same goes for quests and other gameplay related features.

 

My point is, it's much easier to approach those with a full-fledged programming language such as C++. It allows me to extend, overload, etc... Or are you saying those features exist in scripting languages such as UnrealScript as well?

 

Also, why do gameplay programming positions require expertise in C++?


#4royibernthal

Posted 11 March 2013 - 06:13 AM

I understand what you're saying and it does make sense.

 

You are right but the distinction I'm making is between full-fledged programming languages and simplified scripting languages. Less "tools" to use, correct me if I'm wrong.

 

Well it depends on how complex you'd want to make something.

 

An Inventory system is first and foremost a list of items. Though you can always complicate stuff:

List of inventories, different types of inventory items extending each other, implementing stats which implement encrypted variables, linking it to the Power Ups system which is another system in itself, etc...

The amount of features can be endless, same goes for quests and other gameplay related features.

 

My point is, it's much easier to approach those with a full-fledged programming language such as C++. It allows me to extend, overload, etc... Or are you saying those features exist in scripting languages such as UnrealScript as well?

 

Also why do gameplay programming positions require expertise in C++?


#3royibernthal

Posted 11 March 2013 - 06:12 AM

I understand what you're saying and it does make sense.

 

You are right but the distinction I'm making is between full-fledged programming languages and simplified scripting languages. Less "tools" to use, correct me if I'm wrong.

 

Well it depends on how complex you'd want to make something.

 

An Inventory system is first and foremost a list of items. Though you can always complicate stuff:

List of inventories, different types of inventory items extending each other, implementing stats which implement encrypted variables, linking it to the Power Ups system which is another system in itself, etc...

The amount of features can be endless, same goes for quests and other gameplay related features.

 

My point is, it's much easier to approach those with a full fledged programming language such as C++. It allows me to extend, overload, etc... Or are you saying those features exist in scripting languages such as UnrealScript as well?

 

Also why do gameplay programming positions require expertise in C++?


#2royibernthal

Posted 11 March 2013 - 06:11 AM

I understand what you're saying and it does make sense.

 

You are right but the distinction I'm making is between full-fledged programming languages to simplified scripting languages. Less "tools" to use, correct me if I'm wrong.

 

Well it depends on how complex you'd want to make something.

 

An Inventory system is first and foremost a list of items. Though you can always complicate stuff:

List of inventories, different types of inventory items extending each other, implementing stats which implement encrypted variables, linking it to the Power Ups system which is another system in itself, etc...

The amount of features can be endless, same goes for quests and other gameplay related features.

 

My point is, it's much easier to approach those with a full fledged programming language such as C++. It allows me to extend, overload, etc... Or are you saying those features exist in scripting languages such as UnrealScript as well?

 

Also why do gameplay programming positions require expertise in C++?


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