Verse Update | GDC 2024

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  • Опубликовано: 2 июн 2024
  • A look at the latest Verse features and what's coming soon to the language and framework.
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Комментарии • 75

  • @TheGhawst
    @TheGhawst Месяц назад +3

    It's cool that you are adding new stuff to Verse, but how are we supposed to know about them if you don't even add them to the documentation? I couldn't find anything about the @editable_slider anywhere for example... This video seems to have the only documentation of it... Also what about the other @editable attributes? There seems to be nothing mentioned anywhere about them...
    Edit: I love Verse though, just wish it would be easier to access its potential

  • @blaster_pro
    @blaster_pro Месяц назад +19

    hey, great talk.. thanks for that... I have a question, if verse currently runs on blueprints VM, why cant we have any type of Play in editor on UEFN? having to go into server and begin match to see changes is extremely cumbersome... thanks in advance

    • @Stryker-K
      @Stryker-K 28 дней назад +1

      That's one the 2nd biggest thing I dislike about Verse. The first is the inability to create animations for the player.

  • @uberalus
    @uberalus Месяц назад

    please add a boss_device with locomotion, custom mesh/skin setting, physics mesh support ,and player targeting and dynamic level sequence triggering. seems like the npc device could be extended to do something like that if more internals were exposed. otherwise, we are stuck moving building props around and hacking devices together that weren't meant to be.

  • @rayrayjnr5724
    @rayrayjnr5724 Месяц назад

    you need a type of spellcheck that turns the the syntax into iconography and get rid of as much formating and alphanumeric symbols as possible

  • @eddiej.l.christian6754
    @eddiej.l.christian6754 Месяц назад +36

    The Verse Update we NEED is it to be in the Actual Unreal Engine. Not just for UEFN

    • @johncallof8839
      @johncallof8839 Месяц назад +4

      They repeated so many times that it wasn't going to be in UE until its stable, feature complete and production ready. Plus Verse really only makes sense for UEFN.

    • @eddiej.l.christian6754
      @eddiej.l.christian6754 Месяц назад +4

      @@johncallof8839 No it doesn't, Verse is based off a scripting language they bought that used to be in the Unreal Market.

    • @johncallof8839
      @johncallof8839 Месяц назад +5

      @@eddiej.l.christian6754 That's cool, has no impact on anything I just said though.

    • @bitcrusherNOOP
      @bitcrusherNOOP Месяц назад

      @@eddiej.l.christian6754 if you mean skookumscript, it has some of the characteristics but when maxverse comes out it will be more fleshed out.

    • @Fafhrd42
      @Fafhrd42 Месяц назад +5

      @@johncallof8839 honestly, doesn't even make sense for UEFN. Why they didn't just make UEFN use Blueprint I'll never understand. Especially if Verse runs through the Blueprint VM.

  • @VladyVeselinov
    @VladyVeselinov Месяц назад +23

    Wow I just cannot read that syntax for the life of me...

  • @__-tz6xx
    @__-tz6xx Месяц назад +1

    Why is a Global variable a map and why is that map weak? Also, in verse, can you just make an attribute for a variable which would would allow you to subscribe to a delegate every time you set the variable instead of having to create a setter function which would invoke the delegate function with the set value.

    • @jonwatte4293
      @jonwatte4293 Месяц назад

      It looks like the reason globala are modeled as maps is so many different pieces of code can extend the same session or same player without colliding in namespace.
      Also, I assume the maps are weak so that they can replicate correctly. You can't really design as if you make all possible data in the world! Worst case, if they don't have the data when you ask for it, they will abort, read from network, and retry when that particular data comes in.

  • @wawalkinshaw
    @wawalkinshaw Месяц назад

    Parametric Assets for the win! 😊

  • @AnotherMFwithstudy
    @AnotherMFwithstudy Месяц назад +5

    I will stick to C++ until I It comes

  • @unicodePug
    @unicodePug Месяц назад +1

    I just want to let you guys know that to dumb and uninformed people like me, MaxVerse in Haskell sounds like busy work that is standing in the way of me being able to poorly write scripts that fail and don't work even when they do work in the Unreal Engine release version of Verse.
    Imagine how bad it must sound to people who don't lack the desire to install Fortnite to play with a scripting language they aren't incompetent to use, but are eagerly awaiting the real Unreal Engine release of Verse. I feel for those guys, though I cannot relate to wanting to install Fortnite.
    There's only one thing that would make me want to install Fortnite, and I'm considering it a trade secret until I get paid directly by an Epic Games exec to release the idea.

  • @mysurfing3550
    @mysurfing3550 Месяц назад

    All this stuff is wonderful, but good creative maps don't make discovery. Large creators make easy to make 1.0ish maps and use gimics to spam the favorite button. Making games that use these features isn't rewarded.

  • @slothsarecool
    @slothsarecool Месяц назад

    Indentation based grammar 😢. The transaction tech sounds cool though, will be interesting to check it out if this ever makes its way to EU5, couldn’t care less about Fortnite personally.

  • @armanpakan
    @armanpakan Месяц назад +6

    Everyone wants to invent their own language these days. Tim Sweeney, Jonathan Blow.. who's next, John Carmack?

  • @tui3264
    @tui3264 Месяц назад

    great language, reminds me of PS3 which was weird but performant after learning its architecture

  • @lx2222x
    @lx2222x Месяц назад +3

    When Verse releases to UE then we really need Epic EOS bindings for Verse!!!!

  • @unicodePug
    @unicodePug Месяц назад

    Did you guys just make a Betamax joke?

  • @unicodePug
    @unicodePug Месяц назад +1

    experimental = inner party newspeak
    marked as non-experimental = newspeak
    deprecated = punishable oldspeak

  • @billjeason6635
    @billjeason6635 Месяц назад +7

    Well,why does the Epic choose to "Create" a new language rather than just using the C# script language.Because in my view,the new Verse language make me confuse and i have to take some times to learn this ! But with C# i can switch to it without any cost!

    •  Месяц назад +2

      It could be that it's not about you. Tough concept but you're not the main character, sorry.

  • @RemurrMLT
    @RemurrMLT 28 дней назад +3

    I don't like the syntax. C'mon, it feels like a 100 years old Pascal language. Seriously - who uses var and := nowadays?

  • @rokchoi6827
    @rokchoi6827 Месяц назад

    👍

  • @UnrealFabCom
    @UnrealFabCom Месяц назад +1

    👋👋👍❤

  • @truesoundwave
    @truesoundwave Месяц назад +45

    This language is going to kill UE if it ever becomes mainstream.
    I will never understand why they ignored decades of language syntax development in favor of this frankenstein.
    This entire language disgustingly reeks of academics not giving a care about real world usage.
    How hard was it for them to just create a C# like language instead of this disgusting inconsistent mess?
    This language is awfully designed for users. They didn't care whatsoever about how unreadable it was, they just made a language easy for a compiler.
    It appears to be a vanity project no one had the foresight to say no to.

    • @carlosrivadulla8903
      @carlosrivadulla8903 Месяц назад +2

      I hope they wrap it with nodes. Syntax is not a problem with nodes, so they still have a chance there.

    • @bitcrusherNOOP
      @bitcrusherNOOP Месяц назад +1

      They already have c# and c++, you can use those languages if you want in UE. Verse in my opinion is more expressive and even elegant. Have you tried the language out in UEFN, it will give you a taste of "real world usage"?

    • @truesoundwave
      @truesoundwave Месяц назад +12

      @@bitcrusherNOOP You can't use C# in regular UE, what are you even talking about?
      Who gives a care about "expressive and elegance" when the language looks like trash through and through?

    • @Ares9323
      @Ares9323 Месяц назад

      @@bitcrusherNOOP UEFN is the only "real world usage", and it's the only thing they care about. Defining it "more expressive and even elegant" is a bold claim, seeing @editable_slider(float): Categories:= array{Category} makes me regret the UPROPERTY macro 🤣🤣

    • @kazioo2
      @kazioo2 Месяц назад +9

      The reason Verse is so weird is because Epic went back to first principles to create a language that can do things C# (and others) CANNOT, that are necessary to realize their mass online connected worlds programmed by anyone. They want a code that can be coded by thousands of programmers and running on million devices. It has to be transactional in its core. But this creates some bad trade offs for devs who just want something classic and easy for traditional games, especially single player ones. And let's not forget the elephant in the room - in a few years majority of code, especially scripts, will probably be written from prompts by AI, so most designers won't even care what's underneath, only how good AI handles it, which may be related more to popularity (amount of existing data) not so much capabilities of the language.

  • @toxikwastedump
    @toxikwastedump Месяц назад +5

    this 'language' was the worst decision ever

  • @u3dsbvrge272
    @u3dsbvrge272 Месяц назад +4

    BPs are more abstract level than code. Verse is code.that is step back. It is much harder to make error in blueprint than in verse or any other code languages

    • @xermao
      @xermao Месяц назад +6

      Blueprints are more difficult to manage, and with slightly more complex logic, it's impossible to proceed

  • @RioTFF
    @RioTFF Месяц назад +25

    Absolute garbage. We've been asking for C# or something similar for a decade, and instead we get this unreadable crap that literally no one will use.

    • @johncallof8839
      @johncallof8839 Месяц назад +6

      Learn a real language. sharp sucks for games

    • @tui3264
      @tui3264 Месяц назад +5

      C# is crap language for this stuff

    • @MrJacobgood1
      @MrJacobgood1 Месяц назад

      Did you even listen? How would C# be compatible with pervasive transactions, logic programming, immutable objects, elimination of build/data/SQL like languages/etc? What epic is trying to do is far more advanced than your run of the mill mainstream language user can comprehend, apparently...

  • @carlosrivadulla8903
    @carlosrivadulla8903 Месяц назад

    now we are talking

  • @screenapple1660
    @screenapple1660 Месяц назад

    EPIC GAMES IPO is gonna be bigger than Hollywood, Google, Apple, Rockstar Games, Microsoft, and Sony. They collect very large royalties. Hollywood film, Music Entertainment,, Microsoft and Sony don't like UE royalties.
    😂

  • @chrisdw1002
    @chrisdw1002 Месяц назад +6

    Syntax looks awful. I hope this dies on arrival and we get a C-like syntax for UE6 instead.

    • @ryoonio
      @ryoonio Месяц назад +1

      Like C++? 😂

    • @mando5279
      @mando5279 Месяц назад +5

      @@ryoonio Just implementing C# would be enough. Not only would they get all Unity developers to switch to UE but development speed would also be faster then in C++ or Blueprints. I have no idea why they go for such terrible syntax, at that point id rather use Haskell.

  • @MaximoComperatore
    @MaximoComperatore Месяц назад +3

    bros are dumping unreal and not updating it for making forknifie editor and this garbage lmao

  • @xaby996
    @xaby996 Месяц назад +2

    no one asked for verse.

  • @IOSALive
    @IOSALive Месяц назад

    Unreal Engine, You're fantastic! Let's be friends and have fun!

    • @simulacrumgames
      @simulacrumgames Месяц назад +1

      verified, 350K subs, 2 videos, and 3K views each? What happened there dude?

    • @toshobg
      @toshobg Месяц назад +1

      @@simulacrumgames Yeah, I'm curious too now.