Mostly I agree, but I notice a difference between games like Insurgency: Sandstorm and Hell Let Loose. Both are UE games.
343, please give us story DLC on this ring with this game.
I suspect that like with Spartan-Ops Season 2 and 3, the planned DLC for Halo Infinite will have its story told in the form of a comic book.
That’s not entirely true, Slipsace uses a complete mumbo jumbo mix of C++, C# & C. The SlipSpace engine was also a Hard Fork of BLAM, so it even has remnants of LUA coding on the inside (Halo CU models use LUA for example). I understand that the large majority of the problems derive from the toolset that they upgraded from H5 (Known as Fabre), but the reason it was so hard to make these customized changes to the engine was due to all the “spaghetti code” mixed in with multiple language bases. This made it impossible for 343i to hold onto software engineers, because everyone who worked on the engine side of things practically thought it was a mess and impossible to make changes too without breaking another part of the engine. Once David Berger left, the writing was on the wall for SlipSpace unfortunately.
Unreal Engine on the other hand, is entirely C++, making it much easier to work with, as it uses only one underlying language, rather than a mix of languages, and some foreign like LUA in today’s age. In fact, LUA was seen to be the biggest downfall of the SlipSpace engine, because all that code from 20+ years ago is still within the engine. Look at the linkedin profiles of some of the ex Software Engineers, and they will list SlipSpace (C++/LUA). This is what made it so difficult.