An important affirmation of the core strengths of C++: "Games are going to be written mostly in C++ for the next umpteen-thousand years. Even if MS comes through with their promise to make managed DirectX run at 98% performance, you won't be seeing C# games on the shelves. You're probably never gonna see any form of CLR running on a console." <snip>
[Sam Gentile's Weblog]
Gotta' disagree on this one: I'd be willing to bet my Dreamcast that within 36 months, a top 10 game will be written or scripted in managed code. From Myst to Deer Hunter to Roller Coaster Tycoon, the PC market routinely embraces games that one can imagine driving from managed code.
[Thinking In .NET]
From what I've found investigating the performance of C# apps there's very little to be lost performance wise by using C# if you're careful about what you do. Games can't use C# until the floating point maths speed is sorted out, but when they do you will start to see games appear. In the meantime there's a test I've been meaning to perform to demonstrate the speed of managed C++ one way or another. I've got Freespace 2 compiling under VC7 and I've been meaning to set that /clr switch to see what happens to the performance. I'll try to get around to trying this at the weekend and I'll post the results.
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11:52:36 PM
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