Yeah, when it comes to game documentation C++ is definitely the most
well documented and most supported language out there. Most of what I
know is a direct result of reading various matierials written for C++
game developers, and converting it to whatever programming language I
might be using at the time. Since most mainstream games are written in
C++ it explains why there is so much more documentation available on any
game related subject. Even if a developer doesn't intend on writing
games in C++ it is helpful to know the language so that the developer
can have axis to a wide range of game related materials out there.
As far as using Managed DirectX or using the standard DirectX libraries
for C++ developers goes I agree that using the standard libraries is
better. It is certainly much easier to used the Managed DirectX
libraries designed for VB .NET and C-Sharp, but I also happen to know
they have been moved to the legacy branch of the DirectX SDK. In other
words Microsoft has phased Managed DirectX out in favor of the XNA
Framework, and the Managed DirectX libraries are only provided with the
DirectX SDK for backward compatibility reasons. This means that there is
no plans to update Managed DirectX, or include new libraries in the
future. In other words, Managed DirectX is on its way out of the SDK.
When it comes to the XNA Framework for .NET and the XNA libraries for
C++ the C++ libraries are better. For one thing the XNA Framework for
.NET is tied to the Xact tool which is unaccessible for a blind
developer. That rules it out as a replacement for Managed DirectX at
this time. With the standard C++ XNA libraries we don't have that
problem. The XAudio2 library doesn't require Xact and is quite a bit
like DirectSound. Which is a reason it would be a good choice for a
C++developer. Especially, since DirectInput, DirectSound, etc is on
their way out as well as the Managed DirectX libraries.
Davy Kager wrote:
Well, as for documentation: choose C++ if you want to have up-to-date,
full documentation. No language matches the excellent support of C++
(at least that goes for Microsoft). This is one of the reasons why I
chose C++. And not to make this a C++-propaganda message, but I will
never switch to any other language unless it is the follow-up of C++.
The syntax is brilliant and apparently th eonly syntax that I
understand well enough to program in. I have never understood what
people like about VB.net and the other "word-languages". To me, Then,
End, Sub and all the other words are confusing to simple brackets. But
many people have difficulty with the language. However, if you really
want to make high-performance games -- which you probably don't if
you are a newbie -- then C++ is the best. Don't use the MAnaged side
of things, go for the raw Unmanaged C++. But once again, this path is
long, hard, and full of hazards. C++ allows you to get very close to
the computer's hardware, but it can lead to malfunctioning programs if
you forget a single line, or even a single character in your source
code. It's really an art.
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