Re: Complexity of new hardware

Jason Hughes <[email protected]>
Newsgroups gmane.games.devel.algorithms
Organization Dirty Bit Software
Message-ID <[email protected]>
What's missing in C# is someone to convert my entire runtime library and 
tools into it, without losing any of the platform specific bit twiddling 
or the careful memory-tweaked asset management, and making it interface 
to all the 1st party libraries that we have to link to.  :-)

C# is great for certain kinds of tools, but as a complete replacement 
for a runtime system.... I think anything that isn't a systems language 
will be at a disadvantage for various reasons, and not solely due to 
inertia.

(To hijack the thread a bit) While my engine is currently C++, I'm going 
with LUA for the majority of the game systems.  I seriously considered 
Pawn and Game Monkey.  The main thing that seemed good about Game Monkey 
is that it's very close to C syntax, so I could code in it with minimal 
re-education.  However, the lack of a really nice debugger and 
considerably smaller community supporting makes it less attractive than 
LUA, for example.  Pawn was neat, but isn't quite mature enough to be 
completely useful--it still has occasional parsing problems, can't 
easily reload a script live, etc.  It did have a really nice feature 
that drew me toward it: the exact memory requirements for a script was 
known offline.  Pawn also was a register machine rather than a stack 
machine, so it could be compiled to native code and translated to very 
fast code, compared to most other JITs.  LUA worries me a bit because 
I've heard it's a little fast-and-loose with memory, though I imagine 
that depends a lot on the way scripts are written.

JH

Randall Bosetti wrote:
> Is Mono lacking maturity in its tools or its runtime?
>
> Miguel's recent announcement of a fast SIMD implementation for Mono
> (http://tirania.org/blog/archive/2008/Nov-03.html) strongly indicates
> that performance is not an issue. In fact, the benchmarks linked from
> his post indicate that the new runtime can beat naive C++
> implementations. Of course, this is only for bare number-crunching.
>
> MonoDevelop seems to be lacking support for dedicated console
> development (no remote debugger, etc.), but is there something missing
> for desktop games? Any info you have is appreciated: I'm considering
> writing a simple shooter in C#.
>
>  - Randall
>
>   

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