Believe it or not, using C++ instead of blueprints has been surprisingly simpler and easier for me and the team. I know what you're thinking: "Isn't C++ super complicated?" The short answer is no! It’s akin to transitioning from a tricycle to a motorcycle. Yes, you have to learn how to control the throttle, but once you do, you’re cruising down the road at twice the speed, with much more control, and you look cooler doing it.
As we scaled up, the chaotic blueprints began to accumulate quickly. Trying to track down bugs in a tangled web of nodes made me want to give up more than once. With C++, it feels like I have a clean workshop with labeled drawers.
The code feels sharper, faster, and more optimized, which essentially means "your game won’t crash randomly as often." So, yes, we're now using C++ for our games!
Stay tuned, Crypters. 😉
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