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About Rascal

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  1. Rascal

    C++ and C# class differences

    The capability of extending the class declaration/definitions across different files, is a good feature. There are times when even the C++ class declarations are too large for one page, due to the overloads and helper functions (though infrequent occurrences). However, I have issue with the limits with the partial keyword usages. The most annoying limit is for a partial function must return void. The functionality in C++ to separate the declaration and definition is an important one. The user of the class does not have to see the implementation, nor should they. Also, it makes the complete class operations and attributes readily apparent to the developer. In C#, the only way to do this is to treat the class as a partial class, then re-declare the class somewhere else and fill in the implementation. How it should be, is to declare the class, with no limitations on separation of declaration and implementation, then fill in the details elsewhere by calling the proper membership: class MyClass { public int attribute1; private bool attribute2; public bool SomeBoolFunction(); private int SomeIntFunction(ref AnotherClass arg); } // Elsewhere in another file, or below the declaration: bool MyClass.SomeBoolFunction() { bool temp; // Funtion details return temp; } int MyClass.SomeIntFunction(ref AnotherClass arg) { int temp; // Function details return temp; } This structuring ability works extremely well in C++, why take this ability away in C#? For a company which prides itself on hiring the brightest, sometimes, they make the dumbest decisions. Just me venting. I guess I am not yet "use to" C#.
  2. Rascal

    Starting with XNA

    Idea for a game: Mountain Biking game with realistic physics and accurate terrain tessellation. Wii-mote support and generic game-pad support (not for commercial use, so licensing issues may not be an issue). Terrain can be imported from DEM files. Mountain bike where you would actually like to go. Also, a trails editor, to add detail to your favorite places. Share and bike with others online. Obviously, a large wish list. I have done some of this in Diretx9.0, but I do not like the lousy system calls without .net, and MS's lack of proper C++ STL support. So, I am trying to learn Xna and C# simultaneously. Will be a multi-threaded architecture, a backend-server to share content across players, ect... . I am sure too much for one person, but it is a wish list of features. First hurdle, make/modify a game engine in C#/Xna framework. Already have a simple modified engine from MS examples. Xna appears to be a simplified version of DirectX, with integrated .net support. Also, I can use VS2005, if I make a new C# project in VS2005 and include add the Xna dev studio's files. The biggest difference appears to be Xna dev studio does not have the nice class diagrams, nor the class testing utility. Not a big deal since I develop in C++ and cannot utilize these features anyway :(
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