Re: My thoughts on C# and gaming.

Brandon Van Every <[email protected]>
Newsgroups gmane.games.devel.sweng
Message-ID <[email protected]>
On Thu, Jan 28, 2010 at 3:20 AM, Richard <[email protected]> wrote:
>
> The gaming development commentary seems to come back to "I can't
> afford it, so I won't pay for it".  Of course, that same statement
> could have been said at an earlier time about C/C++ vs. assembly.
> That leads me to wonder if the C# proposition isn't "if" but "when".
> At what point will C# be good enough at exploiting the available
> computing power that it is good enough for a real-time game?  If not
> now, when?

ASM --> C --> C++ never abandoned numerical processing, however.  C++
--> Java --> C# pretty much did, favoring business apps instead of
heavy duty computation.  Additionally, Java --> C# dispensed with
universality of platform, becoming mostly Microsoft specific.  Despite
the ECMA standard, the GPL crowd believes that Microsoft is simply
waiting for its moment to strike on some patent issue, to hurt Linux
etc.  Consequently they resist it.  Meanwhile, Apple uses Objective C.
 These problem domain and vendor dramas are capable of being
addressed.  I don't know what dramas happened back in C --> C++ days;
we know what we eventually got.  But my point is, the divergence of
concerns has slowed down the adoption of C# in the game industry.  We
really do need to see more compelling performance, as the high end of
games will chew up all available resources for the forseeable future.
It'll either be 3D graphics or physics or AI, always, forever.  Less
performant games already use Java and Flash and so forth.


Cheers,
Brandon Van Every
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