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?

Reply via email to