It's important to note that what is being talked about in this post is not, "why we wrote the Unreal engine in C++", because it already <i>was</i> in C++. Many games, older Unreals included, had a separation between "code" and "scripting", where stuff like animations, weapon firing, etc. was written in scripts, in the belief that this would be easier to update as required vs. C or C++ code.<p>Doom 3 and previous Unreal engines had scripting languages; even the first moddable FPS engine, Quake, had a 'scripting language' of sorts -- Quake C, a sort of subset of C. id software turned back to pure code with the Quake 4 engine, however, recognizing the mistake that introducing the overhead of script-vs-code, and the limitations of scripts, outweighs any gains from being "easier to edit".