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Re:Unity Engine ToS change makes cloud-based SpatialOS games... by wokwokwok on Thursday January 10, 2019 @07:21PM (#18879902)
The kind of sad thing to me is that I’ve talked to several people who hold UE4 up as a shining example of “modern C++ done right”.

...but it’s really quite a mess when you look closely.

A successful project and “good code” aren’t necessarily the same thing.

Re:Unity Engine ToS change makes cloud-based SpatialOS games... by lasagnaphil on Friday January 11, 2019 @01:08AM (#18881366)
UE4 uses their own C++ containers (such as TArray and TMap), which is very far from modern C++ (which recommends using STL like a part of the language). And UE4's macro system has garbage collection support built in, which would upset the modern C++ folks using shared_ptr and unique_ptr. They don't even like macros, they prefer using template metaprogramming whenever possible...