Somewhere I saw that there was a move from C++ to C Sharp in the development process. This is just my suspicion so take it with caution!
As for the short summary of the difference - a C++ coder does not necessarily can code in C Sharp. Same applies the reverse.
I think what happened here was, part of the code was written by non C Sharp coders. At some point TW might onboard some new developers (students) which were C Sharp coders and they decided to move completely to C Sharp at some point.
I have a small experience with C Sharp (I did not like it due to .NET) and some more experience with C++. Basically I think they need to get rid of the old code and rewrite it in C Sharp. The reason why I think this is the case are the huge amount of crashes. In most of the cases those occur during some incorrect "reference/initialization" of other parts of the code.
This is just my guess and I hope I am wrong because if I am right it will take lot of time to get this done.
Somewhere I saw that there was a move from C++ to C Sharp in the development process. This is just my suspicion so take it with caution!
As for the short summary of the difference - a C++ coder does not necessarily can code in C Sharp. Same applies the reverse.
I think what happened here was, part of the code was written by non C Sharp coders. At some point TW might onboard some new developers (students) which were C Sharp coders and they decided to move completely to C Sharp at some point.
I have a small experience with C Sharp (I did not like it due to .NET) and some more experience with C++. Basically I think they need to get rid of the old code and rewrite it in C Sharp. The reason why I think this is the case are the huge amount of crashes. In most of the cases those occur during some incorrect "reference/initialization" of other parts of the code.
This is just my guess and I hope I am wrong because if I am right it will take lot of time to get this done.
lol I hope you are wrong because that sounds like a massive project (unless there's a very good day for it).
Duh replied in another thread they had hoped to have it wrapped up and ready for release today but found some unacceptable bugs. So sometime next week likely we'll see it, but regardless that means they are just about done.
EDIT: Here https://forums.taleworlds.com/index...r-singleplayer-and-engine.422296/post-9487287
It means adding some specific new features will be easier for the developers.
It doesn't mean the team will be more efficient of better managed or that their release roadmap will be more predictable, you need to "refactor" the project management for that.
I am not sure if I like that. The good thing is C# leave more stuff for modders. But C# isn't as efficient as C++Somewhere I saw that there was a move from C++ to C Sharp in the development process. This is just my suspicion so take it with caution!
As for the short summary of the difference - a C++ coder does not necessarily can code in C Sharp. Same applies the reverse.
I think what happened here was, part of the code was written by non C Sharp coders. At some point TW might onboard some new developers (students) which were C Sharp coders and they decided to move completely to C Sharp at some point.
I have a small experience with C Sharp (I did not like it due to .NET) and some more experience with C++. Basically I think they need to get rid of the old code and rewrite it in C Sharp. The reason why I think this is the case are the huge amount of crashes. In most of the cases those occur during some incorrect "reference/initialization" of other parts of the code.
This is just my guess and I hope I am wrong because if I am right it will take lot of time to get this done.
It doesn't mean the team will be more efficient of better managed or that their release roadmap will be more predictable, you need to "refactor" the project management for that.
I know it's hard to plan and maintain a schedule when things keep changing.. But that's how project managers earn their pay. You have to know when are you going to be done with the game, even if it's an estimate. Their people have plenty of experience by now to give good estimates.There's a reason companies like Rockstar, CD Projekt Red, and many others avoid roadmaps and timelines and estimates (which will INVARIABLY be interpreted as "promises" by gamers) - Making accurate software engineering estimates requires a LOT of time and labor, particularly when you're in the business of creating your own game engine. Most games today are made with pre-made engines like Unreal 4 that have been in development for nearly 20 years and have thousands of resources and documents online. In almost all cases it makes more sense to use that time and labor to simply drive the game forward, software development is mostly iteration and a lot of trial and error due to the enormous amount of variables involved.
The 5 Laws of Software Estimates
Estimates are typically a necessary evil in software development. Unfortunately, people tend to assume that writing new software is like building a house or fixing a car, and that as such the contractor or mechanic involved should be perfectly capable of providing a reliable estimate for the...ardalis.com
You are wrong, don't worry.This is just my guess and I hope I am wrong because if I am right it will take lot of time to get this done.