Quote:Lua would be just as slow, or even slower, its not a problem with C# specifically.
The question really is : would it be too slow ?
"Every time an object appears" doesn't sound too bad. (unless you have hundreds of thousands of objects appearing every frame)
Oh, and when i said Areas i meant parts of the code. Even an MMO have some areas of the code that will run thousands of times each second (or maybe even millions of times / second), those are the areas where you want to avoid reflection.
On an entity (Monster, NPC, etc) that is updated a few times / second or less it is hardly a big issue.
For an MMO your main concern will be bandwidth, not CPU time. (You might want to avoid heavy reflection use on the client though as you want the game to run smoothly on as old hardware as possible)
Well, thats a relief. Talking of hundreds of thousands will only appear while sending and receiving messages from and to the server (where no reflection at all is used). Remember that the creation of objects only happens in the server-side, so joining everyone they may make some thousands... It may need a bit more of processing power, but it worths it.