1,128 karma · joined February 20, 2007
Email is a gmail address with same name as HN username.
This last updated 09/24/2018
But the speed pretty much drowns out any other signal.
It's very experimental still, and iteration times for web are still not amazing, but we do think we have a way to get them to be actually good, while still letting you write and debug C# as you would expect.
Moreover, Unity has invested heavily in the c#/.net/mono ecosystem; the editor runs on mono, and the runtimes are all either IL2CPP (an in-house translation from .NET bytecode to C++) or mono as well. It would be a truly crazy amount of work to switch, for little or no clear benefit. If one were picking a language today to write an engine in, Rust might be a reasonable competitor, but it's also fairly new and is arguably less noob-friendly. C# offers a nice ramp from new programmer to performance-critical AAA with burst.
cl.exe in particular has an insane set of requirements: - you can't compile the pch by itself, you have to have a cpp that #include's it and compile that; - then you have to link the resulting .obj file into the final binary; - if you use /Zi and you compile different versions of the pch for different headers, you have to have exactly one separate .pdb file for each compiled version of the pch; - if you have more, it will complain that some (pch, cpp) tuple do not share a .pdb; - if you have less, it will stochastically fail to open the global pdb file (because the pch writing process expects not to have contention for the pdb, even though it's using mspdbsrv and /FS for contention)
(It is because of comments like these that I have your comments page bookmarked the same way I would a blog.)