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Why code reflection became a must in game engines?

Hello I'm currently doing some research on programming languages(compile time reflection area, if you ask) and I found that on the game engine area the reflection feature becomes a must, an engine either uses a language which has reflection feature itself(for example uses C#), or implements it for non-reflection languages(for example both UE and CryEngine implement reflection mechanisms for C++).

I'm not a game developer, so I have no experiences on game developing and not familiar with engines, so can anyone tell me in what case the reflection becomes a must? And what's more, does reflection used only in development phase or also used in released production?

Hello I'm currently doing some research on programming languages(compile time reflection area, if you ask) and I found that on the game engine area the reflection feature becomes a must, an engine either uses a language which has reflection feature itself(for example uses C#), or implements it for non-reflection languages(for example both UE and CryEngine implement reflection mechanisms for C++).

I'm not a game developer, so I have no experiences on game developing and not familiar with engines, so can anyone tell me in what case the reflection becomes a must? And what's more, does reflection used only in development phase or also used in released production?

I'm currently doing some research on programming languages(compile time reflection area, if you ask) and I found that on the game engine area the reflection feature becomes a must, an engine either uses a language which has reflection feature itself(for example uses C#), or implements it for non-reflection languages(for example both UE and CryEngine implement reflection mechanisms for C++).

I'm not a game developer, so I have no experiences on game developing and not familiar with engines, so can anyone tell me in what case the reflection becomes a must? And what's more, does reflection used only in development phase or also used in released production?

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Why reflection became a must in game engines?

Hello I'm currently doing some research on programming languages(compile time reflection area, if you ask) and I found that on the game engine area the reflection feature becomes a must, an engine either uses a language which has reflection feature itself(for example uses C#), or implements it for non-reflection languages(for example both UE and CryEngine implement reflection mechanisms for C++).

I'm not a game developer, so I have no experiences on game developing and not familiar with engines, so can anyone tell me in what case the reflection becomes a must? And what's more, does reflection used only in development phase or also used in released production?