On Monday, 1 June 2015 at 05:45:56 UTC, Paulo Pinto wrote:
On Monday, 1 June 2015 at 05:37:39 UTC, weaselcat wrote:
On Monday, 1 June 2015 at 05:20:27 UTC, Paulo Pinto wrote:
On Monday, 1 June 2015 at 05:14:59 UTC, Manu wrote:
On 1 June 2015 at 14:05, weaselcat via Digitalmars-d
<digitalmars-d@puremagic.com> wrote:
On Monday, 1 June 2015 at 03:38:44 UTC, Manu wrote:
On 1 June 2015 at 10:56, ketmar via Digitalmars-d
<digitalmars-d@puremagic.com> wrote:
On Sun, 31 May 2015 09:08:27 +0000, Joakim wrote:
Most mobile games are written in C/C++/OpenGL
that will fade away soon. it's safe to ignore that in
long-time plan.
How so? Game dev's aren't moving away from native code any
time soon...
a large portion of ios, android, and steam games use unity,
which outside of
the core engine uses mono for programming.
Ah, yeah, but Unity itself is all C code. Every modern game
has a
scripting solution, just that Unity has made that interface
front-and-center. Lots of meaty Unity plugins are native too.
Since last Unity version, C# is also compiled to native code
via IL2CPP.
Only because of mono's license update, it's why they've been
using a nearly decade old mono for so long.
No, only because they are too cheap to pay for the work of
Xamarin.
I doubt that the amount of money wasted in Danish salaries for
writing a .NET native compiler is cheaper than paying for the
licenses.
AFAIK It's heavily based off of mono 2.0 code, it actually
directly links against a lot of mono libraries to supply the
CLR(or did, anyways.)
However riding the fame wave is easy to forget how unknown they
were before they firstly added Mono to their JavaScript and Boo
offerings, followed by porting the engine to Windows.
Boo requires mono ;)
So I don't really get why Xamarin gets the blame and Unity is
portraid as the good guys.
For me they are just a company that got lucky using open source
and now doesn't want to pay back.
Xamarin is doing great without their money.
I wasn't blaming Xamarin, unity owes a lot of their success to
them - mono helped them greatly reduce the barriers of indie
gamedev.