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How big is your team? How do you code review? How do you unit test? How are you maintaining 3 year old blueprints?

This will work just fine for small indie games and teams where the code is thrown out after a year, but there's no scaling this. I've worked with enough 10 year old Max/MSP patches to know that you will have an unmaintainable mess of wires that is as good as garbage after a while.

Larger teams typically use Blueprints to prototype but then rewrite in C++. This is a perfectly fine use case, but ultimately you still need it "written down" for the maintainability.

tl;dr Blueprints are a tool in the process to writing C++, they aren't a replacement.



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