Using C# For a Game Engine?
#1
Posted 29 June 2006 - 05:24 PM
#2
Posted 29 June 2006 - 06:18 PM
#3
Posted 30 June 2006 - 08:57 PM
Tools: LightWave + Unity. Games: educational, promotional, and shareware. Hardware: Intel Mac... hopefully.
#4
Posted 03 July 2006 - 02:27 AM
#5
Posted 03 July 2006 - 02:29 AM
#6
Posted 03 July 2006 - 02:45 AM
http://www.devmaster...ails.php?id=256
And having just spent that money myself, I can say that $249 (or $1499 for that matter) is dirt cheap for what Unity delivers--especially since you're working on a major game project. No free tools (or any tools I've found for that matter) could come anywhere close to doing what Unity has done to move my game towards a shipping finished product. And when you ship, the money comes to YOU :)
But starting from scratch does cost less for sure! Good luck with your project.
Tools: LightWave + Unity. Games: educational, promotional, and shareware. Hardware: Intel Mac... hopefully.
#7
Posted 10 July 2006 - 05:55 PM
Thanks for your help though
#8
Posted 10 July 2006 - 06:45 PM
#9
Posted 10 July 2006 - 10:00 PM
pwned! said:
Next Gen using C#
Offtopic: and i don't think much of 'Enemy Territory: Quake Wars', tbh it doesnt look that good - models look even more plasticy after being removed from dark tunnels in doom or the dark setting of Quake 4. And we all know that 'MegaTexture' is just clip mapping, with another name, for publicity.
#10
Posted 11 July 2006 - 02:38 PM
Of course C# can be used in major games,But the speed is not like c++ of course (But it does not matter for the current high machines specifications).
Take a look at Haddd it looks promesing,And its source code will be available at the end of the month and it is completely written in C#,But the animation system and scene managment are not completed but after going in the open source path it will evolve fast.
#11
Posted 11 July 2006 - 03:04 PM
Tools: LightWave + Unity. Games: educational, promotional, and shareware. Hardware: Intel Mac... hopefully.
#12
Posted 11 July 2006 - 06:16 PM
Jermaine said:
Well our 3D game engine is written in C#. What i have learned from our programmers is that java is basicaly a bettered version of C++ but allot slower and C# is a bettered version of Java but then faster. I cannot confirm this as i have minimum knowledge of the above 3 i mentioned. So... yes, it is possible to write a 'major' game engine in C#.
#13
Posted 11 July 2006 - 08:35 PM
:happy: This could be you!
pwned!
#14
Posted 11 July 2006 - 10:01 PM
Jermaine said:
#15
Posted 13 July 2006 - 05:47 AM
In addition you should note that the minimum size of a .net Executable at runtime takes up around 14mb of memory, in my experience. Although we have exponentially increased both the capabilities of computers and the power of our frameworks, doing so with ram usage of 'hello world' is not the best of ideas.
Granted C# can link up with any C++ library with a little work. As soon as Windows Vista comes out the .Net framework will be part of the OS distribution. Despite this, I think of C# as a parlor game itself, providing a mechanism for rapid/inefficient development of anything utilizing the Windows UI. It's programming constructs aren't tailored any better than C++ for the Game Developer.
#16
Posted 13 July 2006 - 11:28 AM
SmokingRope said:
That's because .NET reserves more memory than it first needs. If more memory is needed, it's already there and gets allocated faster.
If another app needs the memory instead .NET will happily give up it's reserved memory. So the Mem usage tab in the Task Manager won't give you the actual amount of memory used, only the reserved amount (which can drop fast if needed).
#17
Posted 13 July 2006 - 01:17 PM
SmokingRope said:
This is a very good point, and oft overlooked. Most home users have no problem installing this, despite the moderately chunky download. In a corporate environment where most people do not have admin rights on their boxes, however, it can be a different story. It's much more inconvenient when you have to go run down a Linux-loving bitch boy from the IT department to install (God forbid!) something from Microsoft.
There is a way to statically link to assemblies in the framework, but it's more of a hack, and doubtlessly a bad idea- especially if you have a bunch of managed games to download.
I would be very interested in finding out who (in statistical terms) has the framework installed. I would suspect that a larger percentage of younger folks (those that install everything off Microsoft Update or update their ATI drivers) already have the 1.1 framework installed than baby boomers. This is something to consider when thinking about who your game(s) are targeting.
If any of you are interested, I have a bit of code you can place on your web site to check whether or not visitors have the framework installed. Keeping track of this info in a database could give you some insight on what your audience has installed. It might be worthwhile for developers considering moving over into the managed world.
Josh Usovsky
#18
Posted 17 July 2006 - 05:07 PM
SmokingRope said:
So it can be made smaller than 20MB (or how much these days?) the official .NET installer takes. Of course, for a 100k game it's still quite much :)
#19
Posted 18 July 2006 - 02:15 PM
Java
C#
C++
Visual Studio
.NET
SQL
Max Script
DirectX 9
DirectX 10
Direct3D
Shader Technologies
Ashli
Technical Design Documents (TDD)
AAA
MMOG
Multi-core architectures
Real-time Physics
3D Studio Max
3D Studio Max SDK
Softimage
Maya
Linux
Networking
3jane
Renderware
API
OpenGL
D3D
STL
Vista
Perl
Havok
AI
UI
FX
OOD
OOP
SQL
ya i know it is alot...but if yo can help jsut email me at mysticosmospresident@yahoo.com
luckily i found anough on C programming to know the language...but i cant incorporate it into a game...just a DOS program
#20
Posted 18 July 2006 - 03:57 PM
(and just so you know not all of those are programming langauges)
Quote
- dega
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