On Tuesday, 30 September 2014 at 14:28:49 UTC, Szymon Gatner
wrote:
On Tuesday, 30 September 2014 at 14:19:51 UTC, Araq wrote:
It doesn't mention anything about moving C++ into C#.
Even with IL2CPP, C# has fundamental design trade offs that
make it slower than C++(GC is just one of them), so it
wouldn't make much sense to port engine code to C# unless
they wanted it to run slower.
What are these fundamental design trade offs?
http://en.wikipedia.org/wiki/List_of_CIL_instructions
Guys I beg you, is there any chance I will get my answers? ;)
Nope :)
I don't think anyone know what extended C++ actually will look
like.
Some people say D is going to have std::* support, but that
would require someone to keep track of changes in all the c++
compilers D is supposed to support: Clang, G++, and VC++…
Some people say they want full support for C++ exceptions, some
say it is too difficult…
However, you don't need std::* or C++ exceptions for a game? Some
aspects of "extended C++ support" is going to be either wishful
thinking or non-portable, so you probably should try to avoid
depending on it. What are you missing?