[Mono-list] C#/Mono For Game Development
jon at ffconsultancy.com
Tue Jan 13 11:16:10 EST 2009
On Tuesday 13 January 2009 15:43:16 Eridius wrote:
> For the runtime requirements:
> Now from what I understand, Window updater included updates to the .NET
> Framework and basically Microsoft is integrating the .NET framework into
> all of their applications so if the requirement on the .NET Framework
> really that big of a deal anymore?
> For the speed degrade:
> How big is this really?
I ran an F# version of the SciMark2 benchmark and found that Mono is 3x slower
> I am not looking to build the next Unreal Engine
> or a game engine that will power the next PC version of GTA, I would be
> happy with a game engine that would be able to produce graphics like we
> would have seen in the Mythos game if it was ever finished(for screen
> shots, take a look here:
> http://media.pc.ign.com/media/869/869458/imgs_1.html). Now I know I am
> going to have to battle my technical skills to get something like that and
> I improve my skill but I don't want to have to battle the language(that is
> something I cannot improve). So are those quality of graphics possible
> with a complete C# Game Engine(and possible use of C++/ASM .dll files for
> stuff like math and physics and what not) while still getting a good frame
I expect you can achieve those graphics from C#/Mono alone at an acceptable
frame rate. Don't forget that dropping to C++ can slow code down because the
FFI has a cost.
> Also from what I hear (correct me if I am wrong) more and more code
> for graphics are being pushed to the graphics card itself so that seems
> like it would also help with the speed issue.
Yes. You can probably push most of the computation onto the GPU today.
Dr Jon Harrop, Flying Frog Consultancy Ltd.
More information about the Mono-list