Message from C, C++ discussions

December 2019

— From tests runned by a colleague, C++/CLR offers about what you may want as a trade-off of the best of both worlds

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But I dont know how big the difference would be for example csgo runs on my pc with around 400 fps and is written in c++ (uses slow dx9 tough) I would say in C# it would run around 350 fps all I care are the fps :)

— And gpu calls are probably much slower because I need a wrapper like SharpDX

— Osu! is a game written in C# and could reach about 450fps on my potato-most computer and about 1050fps on a colleague's

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— This is why C++/CLR is useful. If you want to take the step through .NET it may be a good place to start

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— Hmm yeah - but osu is not 3d and does not have any graphic effects like volumetric lights or real time shadows for a 2d game I would immediately go with C#

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— Actually, Osu! uses only 3D render calls. However most of its rendering work is particules I have to concede on that

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— I mean, can't read in array?

— Https://prnt.sc/q8g99j

— By scanf?

— Another problem is Memory. Big games like read dead redemption 2 or gta v are already taking up 4 - 6 gb ram. Now with C# all that reflection stuff it would be much more :/

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— Which is why, C++/CLR and only use C# for what is least critical