4 ms·
The main C# killers for gamedev are: - Portability (to consoles - you basically need to port Mono yourself, as NDAs prevent upstream from receiving all the nec
by MaulingMonkey 10y ago
The main C# killers for gamedev are:
- Portability (to consoles - you basically need to port Mono yourself, as NDAs prevent upstream from receiving all the necessary changes...)
- Legacy (lots of C++ libraries they want to use - you can write C stubs to PInvoke, but this can be awkward...)
- GC collections (with little control over the timing of latency spikes other than to avoid all allocation during gameplay - again possible, but awkward.)
Many of these are more ".NET Runtime" problems than C# problems.