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> “.. to ensure seamless integration with C#-based game engines.” Which game engines do they probably have in mind?
by evolve2k 2y ago
> “.. to ensure seamless integration with C#-based game engines.”
Which game engines do they probably have in mind?
- mastax 2y agoUnity, surely.
- trevorhinesley 2y agoAnd Godot
- deleted 2y ago[deleted]
- unclad5968 2y agoThe author has several other repos that are libraries for unity, so probably that, but it's just a VM so it could be any of them. Stride is the only C# implemented engine I'm aware of, but I'm sure there are others.
- dismalaf 2y agoAll the big engines have C# scripting, so a scripting language for your scripting language?
- jayd16 2y agoMore like IL as the, well ... intermediate language.
- Rohansi 2y agoI wouldn't really classify C# as a scripting language even if some of those engines say it is. The main criteria (IMO) of a scripting language is to be easily embeddable and C# is not.
- MindSpunk 2y agoWhether you classify C# as a scripting language isn't really important though. In Unity and other engines C# is the 'language you write game scripts with', which has nothing to do with whether C# falls into the woefully vague and borderline useless category of "scripting language".
- MrLeap 2y agoI agree with you but maybe for different reasons. (Depends on how you defined embeddable I suppose). The primary purpose of a scripting language for gamedev is for mod support. If end users can't open the scripts up in notepad, play around and have them change the game, you're adding friction to this.
- hnlmorg 2y agoThat’s never been a blocker for game modding. - Worms: required a CLI tool to convert SFX - Doom: WAD files were pkzip format - Duke3D: came with its own level editor - Jazz Jack Rabbit 2: also came with its own level editor - Grand Theft Auto: massive modding community for the original game on PC via unofficial 3rd party hacks - Minecraft, Roblox, Mario Maker, etc: all have massive communities of user generated content and none of that has been created via notepad.exe. It would be harder to come up with examples, either modern or retro, where plain text files were the preferred method for modding.
- johnisgood 2y ago> - Doom: WAD files were pkzip format > - Duke3D: came with its own level editor Add ioquake3 forks to it (there are many), such as Tremulous (massively modded, initially came from Quake 3), Urban Terror, Unvanquished (development is very active), etc. (Tremulous mappers use NetRadiant.) Anyways, you are absolutely right, although maybe I am just a boomer by now. I was 14 years old (along with many other players and modders) when I started modding Tremulous. I wish Tremulous was still active, but it is not. :( I still keep in touch with players from >15 years ago.
- 2y ago
- voidUpdate 2y agoUnreal has C# scripting? I've only seen it having blueprints and C++
- dismalaf 2y agoThere's 3rd party C# scripting plugins for Unreal.
- pjmlp 2y agoAt least all of these, https://dotnet.microsoft.com/en-us/apps/games/engines https://dotnet.microsoft.com/en-us/apps/games/engines And Capcom's own fork, used on Devil May Cry for the PlayStation 5. "RE:2023 C# 8.0 / .NET Support for Game Code, and the Future" https://www.youtube.com/watch?v=tDUY90yIC7U https://www.youtube.com/watch?v=tDUY90yIC7U It took a while since Arena Wars was published in 2004, but eventually it took off. https://en.wikipedia.org/wiki/Arena_Wars https://en.wikipedia.org/wiki/Arena_Wars
- deleted 2y ago[deleted]
- hokumguru 2y agoMonogame is still huge with indies too AFAIK
- ROFISH 2y agoThe author mentioned Unity in the README, but every other game engine I know requires NativeAOT support. I hope it doesn't run into the limitations of NativeAOT otherwise it's just Unity-only.
- Rohansi 2y agoEven Unity games compile AOT via IL2CPP. It's optional on PC/macOS but required for most other platforms. The only real reason games may not build with it enabled is if they want to allow modding via IL decompilation.