What is the best language for game programing ?

And remeber, just because .NET is not as fast as C++, it is not "slow"; I saw a platformer game divil made in .NET, and it was running very smoothly indeed (and that included scaling, and rotating and stuff, not to mention the pseudo-realistic physics engine. Heh.)

.NET, if coded correctly, can be quite fast, and as noted above in this thread, some uses of the API can make it even faster.
 
Yoinks! How to you guys get into all the nitty gritty of this stuff?

I spend my time learning bits and bob here and there to develop new or existing apps, I never seem to get to all this stuff!

Do you spend eons reading or is there a secret club:)
 
I know its not slow, its fast compared to other ones like Java. I dont tend to use Win32 API in .NET unless there is no class for the task in .NET. Anyway :) , I find C++ a lot better to work with than C#, not becuase of speed really, but its just better to program :p, and more freedom :p.
 
Last edited by a moderator:
divil: What version of Visual Studio did you run the C++ test on?

Originally posted by hog
Yoinks! How to you guys get into all the nitty gritty of this stuff?

I spend my time learning bits and bob here and there to develop new or existing apps, I never seem to get to all this stuff!

Do you spend eons reading or is there a secret club:)

Same here. There must be some secret we have yet to figure out.
 
Originally posted by divil
wyrd: 6.

Hmm.. really? Those results are indeed quite interesting then.

Well since calculations seem to be in order, its just a question of how good the DirectX managed classes are compared to what C++ uses. Anyone have some insight on that?
 
They can be faster, for the same reason as the test I ran was faster. I dont know of anyone who has actually used managed DX9 in a large scale project so I dont know how well it scales.

I know some of the guys who were on the managed dx9 team and they speak very highly of it.

I know that managed dx9 is not a wrapper for anything, its a core part of directx. That surely gains it some speed.
 
Originally posted by divil
They can be faster, for the same reason as the test I ran was faster. I dont know of anyone who has actually used managed DX9 in a large scale project so I dont know how well it scales.

I know some of the guys who were on the managed dx9 team and they speak very highly of it.

I know that managed dx9 is not a wrapper for anything, its a core part of directx. That surely gains it some speed.

- People always speak highly of their own projects, regardless of its really bad or not.

- Managed DX9 isnt a wrapper?! I was always under the impression that it was. Thats interesting...
 
Just in response to an earlier post. .Net apps can have the source viewed using Ildasm but you can revert C++ (Unmanaged) Apps to their original source

JIT compiles as it runs and uses special processor features, as Divil said. .Net apps look bigger in RAM because they dont clean up until they have to and have a slower startup speed because the JIT needs to compile the code but once its compiled after its first use then .Net code should be slightly faster, as shown in the test.
 
Originally posted by divil

To satisfy my conscience for saying this, I just created two tests - one with C++ and one with C#. In the test I run a loop 2 billion times, each iteration increasing another integers value by one. I turn off optimizations (which would stop such a pointless loop from running at all) and these are the results:

C++: 10.405 seconds
C#: 10.044 seconds

And they say JIT compiled code is slow.


what difference is .361 seconds gonna make, wernt we saying C++ is faster than C#? doesnt this turn this around(it shows that C++ took 10.405 seconds...


anyway, i think that .NET is the way to go, and will go fast(if you know how to use it)

btw, this is a random question, but how can i turn off case sensitivity in C#? ok.. i dont mean like, int myVar is the same as int myVAr.. i mean they are the same, but i mean how can u make it "Automatically" fix the case sensitive errors like in VB ?

is there another program that will enable you to do that..?

btw, would u consider Borland C++, "raw" c++? im not sure about this stuff.. and also, i heard that borland C++ automatically fixes case sensitive errors, is this true??
 
There is no way to turn off case-sensitivity in C#. To automatically correct (or mostly automatically), you can press Ctrl-Space anywhere on your variable. If it finds only one match, it will case it for you. If it finds more than one, it will give you a list of matches.

Its also useful for completing a long variable or function name (in VB and C#). For instance, if you have a function named MySuperGroovyFunctionName, you can type "mysu" and then press Ctrl-Space to complete it for you. Note that you dont have to type the first part in the right case (MySu), you can leave it all lower if you want.

If Ctrl-Space is too awkward, change it through the Tools-Options-Keyboard settings.

As for the original question, I change my answer. I choose C# as the best game programming language. Keep in mind Im hugely biased since its what I know and why would I choose a language I dont know enough about? And you think I trust the C/C++ programmers that theres is faster? Then you have to debate with the ASM programmers (who type a because its shorter).

-nerseus
 
Originally posted by ThePentiumGuy
?? what do u mean by "6"?

If you had read the post above mine that I was (obviously) replying to, you would have understood.
 
Back
Top