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NimForUE
Nim plugin for UE5 with native performance, hot reloading and full interop that sits between C++ and Blueprints. This allows you to do common UE workflows like for example to extend any UE class in Nim and extending it again in Blueprint if you wish so without restarting the editor. The final aim is to be able to do in Nim what you can do in C++
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WorkOS
The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.
TBH, there's a non-zero amount of non-"ivory tower" tools you may have used that are written in functional languages. Say, Pandoc or Shellcheck are written in Haskell; Infer and Flow are written in OCaml. RabbitMQ and Whatsapp are implemented in Erlang (FB Messenger was too, originally; they switched to the C++ servers later). Twitter backend is (or was, at least) written in Scala.
TBH, there's a non-zero amount of non-"ivory tower" tools you may have used that are written in functional languages. Say, Pandoc or Shellcheck are written in Haskell; Infer and Flow are written in OCaml. RabbitMQ and Whatsapp are implemented in Erlang (FB Messenger was too, originally; they switched to the C++ servers later). Twitter backend is (or was, at least) written in Scala.
TBH, there's a non-zero amount of non-"ivory tower" tools you may have used that are written in functional languages. Say, Pandoc or Shellcheck are written in Haskell; Infer and Flow are written in OCaml. RabbitMQ and Whatsapp are implemented in Erlang (FB Messenger was too, originally; they switched to the C++ servers later). Twitter backend is (or was, at least) written in Scala.
I have nothing against FP, I wrote a simple parser generator in Haskell and learned a lot (monads and do-notation really ARE powerful and beautiful in the right context), but for game development I just wish that adopted NimForUE and outright hired the guy who is developing it.
I've probably missed a few, but that's a rundown of some of the things I've personally seen in the industry. A lot of these reasons also apply to internal engines and Unity. I'm personally excited about the future of Godot. The biggest thing holding it back has been the renderer, but it's much more modern and hackable than Unreal. Not to mention FOSS.