![]() It really made it clear just how horribly awful Unity's serialization really is though. capturing the iterand of a foreach creates the necessary dummy ref automatically - which was a no-go in earlier mono versions where you had to create the dummy ref yourself), but what's different really depends on what you tend to do and how you tend to write. ![]() Honestly, the only really notable thing about the newer Mono runtime is that lambda captures work reliably (ie. That guiding is a double edge sword though. CryEngine's C# is quite devoid of a lot of the helper's that exist in Unity and it's new so I've ran into a few issues where I had to add bindings that really should've already been there. I like it, but it really isn't quite as "guided" as Unity's C#. It's good for programmers by trade, but definitely not good for those that aren't. if you wouldn't feel comfortable screwing around with DoomBuilder2 or Brainiac Designer or w/e else takes your fancy as a tool to tweak, while on a tight schedule - you're probably going to have a bad time with CryEngine V. It's C# implementation would best be summed up as "are you comfortable diving into a random open source C# project and making heavy changes?" ie. Having used it for a bit now since it went PWYW: ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |