What do you think about Unreal Engine's decision to use C++ as the game logic language? What is your general opinion of managed vs unmanaged languages in game dev context?Ivan Poliakov
I think every approach has pros & cons.
In UE4 case, they seemingly have a split of "high level logic should be in Blueprints, low level logic in C++". That's a valid approach, though personally to me it feels that the downside is that there's no "middle" -- you either need to get to C++ level (many can't or don't want to), or you need to work with Blueprints (many can't or don't want to).
In Unity's case, it's mostly about this "middle level" (C#/.NET), however indeed the things we lack are these "on the edges" (super high level, visual programming for people who don't want to or can't program; and super low level scripting for people who need to get there). While each can be worked around (via plugins, or visual scripting extensions), indeed it's not ideal right now.
I think managed languages are fine for a lot of game code. They do have some downsides (garbage collection is probably the major one), but on the other hand, game scripting has been using some sort of "higher level languages" for a very long time by now (e.g. Lua, C#, Python, UnrealScript, other custom languages). In particular Unity's case, the GC situation is not ideal; I think once we get a more modern GC things should be a bit better.
So yeah, basically different approaches, and each of them has some advantages & disadvantages.