Hi there ! After the recent superb talk by miguel at PDC about Mono/AOT and the (secret) work they have done on certain Game Console Platforms i decided to prototype a fully Managed Game Engine. ( At my day job we do this kind in native C++ of course )
I am now thinking about the features of the .NET platform i can actually use to make sure I support full Mono AOT for possible console compilation lateron. Forbidden for sure: * Dynamic Code Generation ( Reflection.Emit, CSharp CodeDOM Compiler, XmlSerializer, WCF Proxies, AOP etc.. all ) * Expression Trees that are executed ( since Expression.Compile generates code at runtime of course ) * Some Advanced class library parst ( WCF,WPF, etc don't make sense for a console game anyhow ) * No dynamic (file based ) loading of assemblies Questionable areas: * Reflection ( especially calling methods via MethodInfo etc ) Could anyone confirm or deny my suspicions ? It would also be interesting to know how the garbage collector works in full AOT mode.. -- View this message in context: http://www.nabble.com/Mono-AOT-Mode---Limitations-tp21020583p21020583.html Sent from the Mono - General mailing list archive at Nabble.com. _______________________________________________ Mono-list maillist - [email protected] http://lists.ximian.com/mailman/listinfo/mono-list
