IBRAHIM ERSOY

i mean are there differences between C++ and C# in performance




Re: Game Technologies: General C# Performance

George Clingerman

In short. Yes.

If you want to read the religiousreligous wars on this topic just do searches on the forums or the web. This topic has been covered extensively in a variety of places already.

If you're a beginning game developer are you going to be able to notice the differences No.







Re: Game Technologies: General C# Performance

IBRAHIM ERSOY

of course no! I have begun C# 2-3 months ago.and learned much thing so far.

i bought Tom Miller's Beginning 3D Game Programming.And there he was telling a little difference.Like about %7 less performance.But faster development than C++.

and thats good thing.






Re: Game Technologies: General C# Performance

George Clingerman

The percentages faster for performance and development that are tossed around are fairly arbitrary and really hard to come up with. And they are going to change depending on the developer and the kind of development you are talking about. Interesting to discuss, if you like discussing that kind of thing, but eventually leads you nowhere. Kind of like a philosophy discussion.

If you're happy with C# and are interested in getting into game development, then don't worry about performance yet. That's a back of the mind thought for now. Too many new game developers get hung up on this issue to the point that they never go anywhere or get anything done.

Make a game, make a few games and once you understand the concepts behind them, then start looking at performance. It should always be in the back of your mind, but never take up so much of your thoughts that you make no progress.

C# is a great place to start and if you're really beginnnig, I'd recommend looking at C# game development with XNA. Very nice to get into and there's a huge growing community right now.





Re: Game Technologies: General C# Performance

Jim Perry

Everytime this issue comes up I go back to what the Garage Game guys said when they ported Marble Blast Ultra over to C# and XNA - no noticeable performance degradation. End of story. Since it's very unlikely indie developers will be doing something that'll come close to taxing the 360's hardware or a mid-level PC, don't worry about it.

Geez!






Re: Game Technologies: General C# Performance

IBRAHIM ERSOY

thank u so much i will use C#.thanks a lot






Re: Game Technologies: General C# Performance

Inaki Ayucar

After using APIs like Glide, and later OpenGL for some years, I moved to DirectX C++ (since version 7), and I¡¯ve been programming C++ DirectX since that.

In the last 4 years, we¡¯ve been experimenting with C# and actually, we¡¯ve developed a .Net C# only full driving simulator, with full physics, interaction, 3d Graphics, and a 3D modeling and level editor application.

http://www.youtube.com/watch v=CUFIW1Wzkko

http://www.simax.es

What I can tell you is: yes, there¡¯s a small performance difference, but it can be something perfectly affordable sometimes, as development times and risks get reduced a lot.

And I mean A LOT !






Re: Game Technologies: General C# Performance

thedo

Another interesting performance statistic of C# (and the .net framework in general) is that ultimately the speed depends on the runtime implementation of the .net framework. as C# code is compiled down to IL level and then JIT'ed at runtime the runtime is what gives the performance. Say in a years time MS update the .net CF2 framework for 360, to utilise a load of features of the CPU which are currently unimplemented, without recompilation your app could gain in speed by magnitudes. However once a C++ app is compiled, unless it depends on some other runtime library which is updated its performance is likely to be pretty static. This not only makes generalisation of speed comparisons difficult, but also quite dangerous as its not a static performance variable. Obviosuly wherever the .net framework is reliant on what is essentially a C++ component (ie DirectX in XNA), you can expect the .net framework to be slower purely through any overhead of the additional call of managed code to unmanaged code, but other variables are far from static.

N






Re: Game Technologies: General C# Performance

magicalclick

C# is 100% slower because it is not directly using CPU. But from what I have heard, the performance is really close. MS official said they aimed to have performance with-in 7% slower compare to C++. Asides from the exact performance, C# lets you to make cleaner code, safer code, easier code. This gives you more time to focus on optimization on higher level instead of stuck at lower level. Also most games are GPU intensive, not so much CPU intensive. You should worry about your DX engine more than C#.