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I included that for a couple of reasons: 1) It's unusual. Historically, C# is more of a businessy thing, with a bit of game stuff on the side, mainly in the for
by rossnordby 7y ago
I included that for a couple of reasons:
1) It's unusual. Historically, C# is more of a businessy thing, with a bit of game stuff on the side, mainly in the form of scripting. Extremely high performance C# code is even stranger.
2) It's more easily portable than a mixed library. It's definitely not impossible to make/use a cross platform mixed library (they're all over the place), but depending only on one toolchain is just less complicated.
So not a big deal, just a notable quirk.
- electricslpnsld 7y ago> 1) It's unusual. Historically, C# is more of a businessy thing, with a bit of game stuff on the side, mainly in the form of scripting. Extremely high performance C# code is even stranger. Unity is C#, no? I remember reading that they are moving most of the traditionally C++ 'backend' engine code to C# now, too. Edit: Found the article: https://lucasmeijer.com/posts/cpp_unity/ https://lucasmeijer.com/posts/cpp_unity/
- rossnordby 7y agoUnity is in the process of moving more of their codebase into C#, backed by some in-house compiler work, yes. And they did indeed use C# extensively before then for game scripting, even if not exactly 'pure' or high performance in the same sense. The work in Unity's Burst/HPC# is very recent, though, and the CoreCLR/language features I rely on in bepuphysics are still pretty obscure. I wouldn't expect most people outside of the weird niche I live in to know about the ecosystem's progress. In other words, I was just trying to get an unaware visitor to raise an eyebrow.