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This repository has been archived by the owner on Oct 4, 2022. It is now read-only.
Right now Lumberyard utilizes Lua as its programming language for making stuff on-the-fly where you don't need to dive into C++ to create components and logic around them. While Lua is a simple and productive tool, it's very slow when it comes to performance as any other interpreted, dynamically typed language. You may say something like you can use C++ if you care about performance but then we face other issues such as: slow iteration time, safety, debugging, and so on.
A compromise solution? VM compiled, statically/dynamically typed language. C# is a perfect tool that intended to solves this, and it's quite popular in gamedev especially at indie teams/companies.
I need to completely disagree with the statement regarding "C++ => C# is way less verbose, easier to learn and code."
C# scripting can be implemented if Ly guys desire so. But the really main issue here is the clarity of the Game Framework, ease of use and productivity. Not the language.
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Hi
That is the key part for me and a lot of other developers who I was talking to about Lumberyard.
There are 2 ways to code now (non visually):
I hope there will be ability to use C# at some point. I like lumberyard so far, but coding for it is THE problem for me.
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