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 _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com