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Karsten_

Member Since 19 Jul 2011
Offline Last Active Yesterday, 03:12 PM

Posts I've Made

In Topic: Monodevelop

06 June 2015 - 08:08 AM

Just in case the OP didn't know. Visual Studio 2013 Community Edition is free and far better IDE for working in C#. You can also develop against Mono runtime using it. 

 

I have used both and Mono Develop always annoyed me as it's editor just does not "flow" right when you are coding. The intellisense and formatting feels a little clunky 

MonoDevelop is free, open-source and runs on almost all modern operating systems. The clunkyness is worth it! ;)


In Topic: VB.net limitation question

03 June 2015 - 07:20 AM

I honestly don't think that many developers actually use the C# unsafe functionality provided by

 

https://msdn.microsoft.com/en-us/library/chfa2zb8.aspx

 

and

 

https://msdn.microsoft.com/en-us/library/ct597kb0.aspx

 

I find that most hobby developers use C# because products like Unity (or traditionally XNA) provide their APIs using these languages. Unity in particular does not allow the unsafe facilities of C# anyway for certain platforms like the WebPlayer exporter.

If you need pointer access (and many hobby / indie games probably don't) then calling a native C/C++ library from C#/VB.NET is usually the more popular choice.

 

So really, C# and VB.NET are pretty much interchangeable by most .NET developers and their limitations are pretty similar so whichever syntax you prefer is probably a good enough choice. C# is more popular however so there are perhaps more code examples around the internet if you need them.

 

That said... I really like C++/clr since I can write in something very similar to C# and thus get the safety of a 100% managed language but then seamlessly utilize native C/C++ code directly without swapping between languages or loading in external libraries. I wish Microsoft would port that compiler to platforms I actually use though :'(


In Topic: Alternatives to global variables / passing down references through deep "...

14 April 2015 - 05:27 AM

I usually have some soft of "core" object which contains the following:

 

struct Core
{
  Audio audio; // Handles the sounds
  Shader shader; // Handles the shaders
  Environment environment; // Handles external stuff like paths / filesystem
  Keyboard keyboard; // handles keyboard input etc...
  // Etc..
};

 

Then when I add a new node to the scene, I pass a pointer to Core to it but then when I add a new node to that node, the add() function sets the core pointer within the new node to that of the parent node. So in effect, every single object in the game has a pointer to Core. So then I can do this...

 

void PlayerNode::onUpdate()
{
  // ...
  if(health <= 0)
  {
    core->getAudio()->play(deathSound);
    remove();
  }
  // ...
}

In Topic: Should i use sdl or some higher level framework?

09 February 2015 - 10:01 AM

but I think I will use some low level tech. I have no deadlines, no long term projects, it's just for fun.


This is a good plan. Don't know if you are looking at working for a company but at work it is more likely we hire a C/C++/SDL developer than someone who has made a Unity game. I am quite sure that most large software houses or studios are similar.

In Topic: Web Games

07 January 2015 - 10:00 AM

I recommend looking into Emscripten. It is basically a C/C++ compiler that outputs to JavaScript using HTML5 canvas or WebGL. It also wraps OpenGL and SDL making your code ultra portable.
We have already used it commercially for our web games at work and it has proven to be a very good solution

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