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Does anyone know of a game engine that uses CoreCLR instead of Mono (like in Unity)?
by speps 9y ago
Does anyone know of a game engine that uses CoreCLR instead of Mono (like in Unity)?
- mellinoe 9y agoI've written an amateur, hobby-level engine, described here: https://mellinoe.wordpress.com/2017/01/18/net-core-game-engine/ https://mellinoe.wordpress.com/2017/01/18/net-core-game-engi.... This was more of a personal exercise for learning and experimenting than a serious attempt at game design, so the engine isn't that advanced. For something more professional and polished, there is Xenko, which runs on CoreCLR for some of its non-mobile targets. https://xenko.com/ https://xenko.com/ Also, Unity itself doesn't really run on Mono -- it just has a scripting layer that hosts Mono on top of its C++ core. Perhaps not a useful distinction for you, but I thought I'd mention it. (Note: I work on .NET Core at Microsoft)
- CMay 9y agoDo you know if this memory management work might also make it into .NET Native?
- mellinoe 9y agoI don't know. From what I understand, this is still just a research project, and not something we have immediate plans to integrate into .NET Core. If we did that, though, I don't see why .NET Native wouldn't be considered as well.
- Thaxll 9y agoUnity doesn't use C# for its runtime.
- jackmott 9y agothat isn't really coherent. it doea use c# as the main languahe for game logic and for some platforms the mono runtime
- winthrowe 9y agoI've never used it, but know it uses C#; but after a quick perusal of the docs seems to use mono, not the Microsoft implementation even on windows: https://docs.unity3d.com/Manual/WindowsDebugging.html https://docs.unity3d.com/Manual/WindowsDebugging.html
- detaro 9y agoI assume conflicting terminology: Unity calls the core of the engine "runtime", and that is written in C++. If you write C# logic, then that calls through fairly thin bindings into that. At the same time the C#/.net programs are executed by the Common Language Runtime.