c# vs c++
If all you expect to develop for is a .NET enabled enviroment like MS or Mono, C# is a great language and not hard to learn. I'm coming from a C/C++ backgorund and learning C#...
However, that being said, standard C++ will open a lot of doors too and you can learn C# later as the two languages are very similar. I'd suggest checking out the MS site for more indepth info... or Google the .net...
However, that being said, standard C++ will open a lot of doors too and you can learn C# later as the two languages are very similar. I'd suggest checking out the MS site for more indepth info... or Google the .net...
I began converting the Collision Detection C++ example a couple of weeks ago, but then abandoned it because the .NET wrapper is just too incomplete. It's also noticeably slower than the C++ version in FPS mode and I'm running an Intel 2.8GHz Xeon with 1GB RAM. When running around in the C# version it feels like I'm using only 2/3 of my system.
Personally, I'd stick with the C++ for developing until Niko gets this wrapper on an equal level (function-wise), or unless Foole can achieve the tremendous task of releasing a native C# version.
Personally, I'd stick with the C++ for developing until Niko gets this wrapper on an equal level (function-wise), or unless Foole can achieve the tremendous task of releasing a native C# version.
is this because niko's .net version is still too incomplete or will this never work? would be cool if there were a way to do this in the future.Foole wrote:The biggest difference I found between the irrlicht libraries was that it is impossible to add new features using .NET. eg If you want to add a mesh loader or animator, you have to do it in C++.