Results 11 to 12 of 12
Originally Posted by techieMoe I agree with most of your statements but I must take issue with this one. First of all, C# was created by Microsoft but it doesn't ...
Enjoy an ad free experience by logging in. Not a member yet? Register.
- 05-02-2010 #11
- Join Date
- Apr 2010
- Weare, NH
For all your talk about being open-minded, your definition of a "coding language" is awfully strict. Does python or perl not count as a "coding" language simply because they use an interpreter? Do you consider C and C++ the only true "coding languages"?
Scripting languages are languages either interpreted or compiled and then interpreted. I am not familiar with Perl, but Python would fit in this category, along with C# and Obj-C.
C# was not developed from a "hacked version of Java." I believe you're mistaking it for J#. It does share a lot of the same syntax as Java, as well as the same kind of virtual bytecode interpreter, but it's far from a "hacked scripting language."
I've not run into any significant performance issues using C# in Microsoft Windows or Linux. For desktop applications (and especially considering the relative speed and available memory of modern desktop machines) C# is just as viable a language as C or C++. If you want to write a command-line tool that deals with Linux internals or schedules a cron job then it's obviously not the ideal language, sure. However that doesn't mean it's never the right choice.
The reason I originally suggested they steer clear of C# for this project was simply because C# is a very new kid on the Linux block, and the Mono project hasn't 100% implemented all the functionality that would be necessary for a cross-platform game engine. The code they would need to draw even two-dimensional graphics would be platform-specific and thus not port well between Linux and Windows. It has nothing to do with inherent deficiencies of the language.
Most game engines use a scripting layer, which is what links things together. TORQUE uses TorqueScript, but the game engine itself is made in C++.
Basically, an ideal game engine would be written in a coding language, but then linked together using a scripting language.
- 05-03-2010 #12
Everything mentioned above can be considered a "programming language;" whether you want to further subdivide them into "scripting" and "coding" is up to you. I just find that dichotomy confusing and unnecessary.Registered Linux user #270181
TechieMoe's Tech Rants