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Leadwerks keywords and commands the same as others?


dre38w
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I have a question about the Leadwerks keywords and commands. I use C# in Unity and I'd assume the commands in Unity will highly differ from commands in Leadwerks. Correct me if I'm wrong. That being said, I'd like to continue using C# when I go over to use the Leadwerks engine. My question is will I end up ditching some if not most of what I learned in Unity's C# and learning all over again in Leadwerks's C#? Which I don't have a problem with, I'd just like to keep some of what I learned in Unity and the syntax of the language I'm familiar with. And I'd also assume these keywords and commands would stay consistent throughout every language Leadwerks supports, correct?

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The command reference is here:

http://www.leadwerks.com/werkspace/page/Documentation/le2/_/command-reference

 

I can't comment on Unity's command set, because I am not familiar with it.

 

In Leadwerks Engine, we have some inconsistency between languages. In the upcoming Leadwerks3D, we have complete consistency between C++, C#, and Lua. For example:

 

C++

Model* model = Model::CreateBox();
model->SetPosition(1,2,3);

C#:

Entity model = Model.CreateBox();
model.SetPosition(1,2,3);

Lua:

local model = Model:CreateBox()
model:SetPosition(1,2,3)

My job is to make tools you love, with the features you want, and performance you can't live without.

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  • 1 month later...

Hi dre38w,

 

You may find that the commands in LE may be very different to Unity. I wouldn't really know myself.

 

However, everything you learned while at Unity won't be a waste. The concepts of making any game feature are the same. You would just have to learn the commands and also determine the things that are specific to LE.

 

I guess what I'm saying is that if you have used another engine before you will be able to learn LE much faster than if this was ur first engine.

 

 

 

 

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