For those wondering, it’s most likely a jab at unity with it’s new license model, as you could code in C# in it.
Is c# mainly just used in this engine?
No, as other’s have pointed out it’s not. There are plenty of other areas to use it, even in other game engines. OP is just trying to make it seem funny by making the exaggerated narrative that it’s the only use case for C#. If Boo was still around in Unity this joke would been accurate with that, don’t think that was used anywhere else
It is also the language of DotNet framework so hardly.
I mean Windows is also undergoing enshitification it could still be true?
It’s been cross platform and open source for like 10 years now.
Dotnet has been cross platform for a while now (so long it’s not even called dotnet core anymore)
Not at all. Unity’s use of C# is pretty unconventional even. Not representative at all.
WTF I didn’t understand, thanks for the explanation. The fact that it’s used all around the world in big companies doesn’t matter I guess.
no love for godot?
we could hang ourselves instead… we’d get an erection.
Nice meme. I’ll just ignore the fact most C# devs aren’t game devs but…
Many other engines use C#. Godot is compatible with it, for example.
Nice reach. Gadot is garbage.
Well you are free to not touch my free and open source garbage then…
Is unity in C#?
How comparable is Godot to Unity feature-wise?
This old manual page goes through a comparison of Unity and Godot.
Ok. What am I in the dark about this time?
Guessing it’s about Unity changing their royalty structure.
Surely other engines use it? I know godot supports it. Not to mention half the business software of the world (pre cloud) seemingly built with it. etc
Unreal, Unity’s primary competitor, doesn’t. Mainstream gamers seem to only know about the two. Anyway, it’s a meme. I use C# for exclusively boring corporate stuff, and will continue.
Oooh, I bet they will! They’re probably salivating about it.
It’s a joke built in hyperbole for sure. A lot of my friends are C# devs they’re not going anywhere.
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Doesn’t Excel mainly use C#?
You can access the Excel scripting engine from C#, but this is more of a case of C# supporting Excel than the other way around. (And you will really not want to do it if you just have to read and save data in excel files.)
Excel mainly uses VBA.
Which is kind of weird because most C# devs aren’t doing games.
Because the only possible thing to do in c# is unity stuff…
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I mean why else would you want to use C# when there’s Rust 🦀 and all the awesome tooling and libraries around it…
Rust really isn’t all that. Plus C# is used for all kinds of corporate stuff where Rust levels of performance aren’t needed. It’s also used in several other game engines
Security, performance and most importantly, security. .net updates every week to address security vulnerabilities, stability and enhancements. While the language is lower you just can’t overstate poorly c# lasts. C# Deprecation and dated code make for a pretty high maintenance and frustrating ecosystem at the best of time.
It being updated frequently just shows it’s being regularly maintained and improved.
C# has many of the same security and safety advantages that Rust does given they are languages with memory management and other safety features built-in.
Rust has exactly the same problems with depreciation as many Frameworks rely on experimental features which are subject to change.
Edit: plus if you have ever used Rust it’s a pain to learn and use compared to C#. C# is so similar to Java and so much easier than C++ that it’s really not much of a jump for programmers new to the language.
.net is not secure, it’s so far from secure it’s a joke. 503 security patches this year alone, that includes one for each windows version but you get the point.
Do you not think Rust also has security flaws? At least Microsoft patch theirs.
There are of course security flaws, we’re humans after all. Unless the compiler and the language can be proven mathematically correct at least.
But as described above, in practice the security flaws are easier to isolate in Rust compared to C# IME. The current story of security flaws in Rust is quite good so far.
Learning curve is steep in the beginning, I agree (I wouldn’t argue painful though, maybe if you have to unlearn bad practices, like interior mutability though etc.).
But I think it pays off after some time. I’m now faster in Rust than in C# with similar experience, and the quality of the code is definitely higher as well (which can be credited to the strict kinda opinionated design of Rust IMO).
It composes really well, better than most (non-functional) popular languages. I think this is probably the Sell for Rust, as it additionally works remarkably well over the entire stack (kernel -> frontend) (in each abstraction level might be better/easier to use languages to be fair though).
What’s interior mutability and why do you think it’s bad?
I might have another try at rust some time in the future. I think I tried it in a bad situation having to use it for a web microsevices project when I had limited knowledge of the language. If it had been another language I probably would have been able to pick it up in the time frame required. Using it did cost me in terms of grades, and it was a poor decision to use that language at that time.
The main things I struggled with were all the borrow checking and asynchronous stuff, as well as the lifetimes concept. I still don’t understand how you are meant to specify object lifetimes. In C you assign and free things manually, in Java and Python it’s done mostly automatically, in C++ you choose manual or automatic when it’s assigned. In Rust it seems it’s automatic until the compiler can’t figure it out and then it becomes manual, which is frankly bizarre.
Rust has exactly the same problems with depreciation as many Frameworks rely on experimental features which are subject to change.
Rust has actually quite a good record with depreciation and backwards-compatibilty etc. They are changing the language in non-backwards compatible way over editions, but the changes are mostly very manageable.
But to not end up being another C++ (syntax-wise it’s a disaster IMHO), a few non-backwards-compatible changes every few years are the way to go, when it’s manageable.
What’s so confusing about C++ syntax exactly? To me it seems to make a lot of sense given the languages history.
I’m not speaking for Rust level performance. I’m using Rust nowadays, because it’s generally doing a lot right, that other popular languages struggle with IMO.
Think about error handling. I think even Java is better here than C#. I think it’s quite a mistake, not being required to add all possible exception types that a function can throw to the function signature.
Then the next thing, I really hate about almost every popular language is implicit
null
. To be really safe, you have to check every (non-primitive) variable fornull
before using it, otherwise you have a potentialNullPointerException
.Then take pattern matching, this is a baked in feature of Rust from the beginning and it does this really well (exhaustive matching etc.). There’s “basic” pattern matching in C#, but it just doesn’t really feel right in the language, and is not even close in capability compared to Rusts.
All of this (and more) makes Rust the less error-prone language, which I can say with confidence after long experience with both of these languages (both > 5 years).
I’m honestly not sure why exactly
C#
was chosen for most of the games, but it’s probably because it’s relatively good to embed, is relatively strong-typed, while being somewhat performant (compared to something like python or other scripting languages).
Rooting for Bevy so much rn
Sadly don’t think Bevy’s going to benefit too much from this drama. Most people from Unity will want a more complete toolset and probably won’t be wanting to learn a whole new language. Can see a lot of indie devs making the switch over to Godot though
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Yeah me too, but I think it’s not there yet, when you think out of a less programmer focused perspective, as most of the stuff in games is of artistic nature (which takes time to make, even with all the AI stuff) and otherwise simple game logic for most of these indie games. So something like an interactive GUI editor to “debug” is a must have for artists.
There’s still Fyrox too. But for those used to Unity’s ECS it’s OOP style might be deterring.
True, Fyrox often gets less love than e.g. Bevy (probably because the data-driven ECS pattern feels more idiomatic in Rust than OOP, and probably because it’s mostly a one-man-show as well)
Look at all these C# dev who don’t know the witch hunts are starting in 2024.
Hot take (maybe?) C# looks like a great language, better than Java. I wish I had an excuse to use it.
Tbh it’s just microsoft java with worse support on GNU/Linux
The only reason I used it were the unity libraries
If this were ten years ago, sure.
Being a much better language than Java isn’t exactly a high bar.
I’m not the best judge, as I’ve not exactly explored a ton of languages, but I love C#.
Fun meme but corporate job listings in my town contradict the premise.
Let them C# I’m sticking to C++ and Python.
Thinking that C# is just Unity is a MASSIVE disservice to C# and dotnet imo. Unity’s usage of C# is really crummy, basically relegating a very powerful language to working as a weird scripting language.
Absolutely. C# in Unity always seemed to me like a square peg in a round hole.
From my perspective (teaching game programming classes), it’s incredibly clunky for beginners when compared to others. Unity needed a tightly integrated, noob-proof scripting language. Despite C# being the primary language, it’s integration and setup with the rest of Unity seems surprisingly lacking, and, like you’re referencing, you don’t even get convenient use of the broader C# / Mono / .net ecosystem, which makes skills more portable. Even the “bad old days” of Flash/ActionScript were much easier for students, and results in more portable coding skills (e.g. at least transitioning to Web / JavaScript from Flash / ActionScript is easier)
It’s much easier to teach same lessons / concepts using Godot, though sadly Unity is much better known. Hopefully the present pricing chaos might shift the needle a bit on this!
Not to mention C# is also the best way to write a Godot project.
I’d say the same with Unreal and C++
I mean you’re right, but I’ve never met anyone who thinks that way. C++ is everywhere (although C++ itself is just a hot mess of a language imo).
C++ is pretty good by itself but I end up using mostly C for actual functions, QT, wxwidgets and a few others utilise C++ to a degree but my god does it get messy without the help of a visual aid (blueprints, formbuilder etc)
Agreed, I feel like if someone starts their C# journey exclusively in Unity, they won’t have a solid foundation in the actual language, just that specific implementation of it as a scripting language.
Can confirm as someone who did exactly that before starting over with c++
Doubt it
Is it pissible for programmers to encounter a silly little meme without taking it serious and going into a frenzy explaining that actually its premise is wrong
No, it would be pretty painful to piss something like that.
Maybe you just need to drink more cranberry juice…
I didn’t even understand the meme until I saw the comments. It’s not funny if it’s nonsensical
How does she look like a different person in every pane?
C# is massive, .NET one of the biggest platforms for code is C#. Plus Godot, Unity’s closest comparable competitor, also allows C#.