用什么语言编写游戏? [英] What language are games written in?

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问题描述

我相信这是c ++吗?为什么他们不使用c#?

I believe it is c++ right? Why don''t they use c#?

推荐答案

也许在c ++中你可以更快地访问directX。但是我确定C#

的游戏很快就会到来!

" Van Nastring" < va*@yahoo.com>在留言中写道

news:br ************ @ ID-198839.news.uni-berlin.de ...
maybe in c++ you can access directX a bit faster. but i''m sure games in C#
are coming very soon!
"Van Nastring" <va*@yahoo.com> wrote in message
news:br************@ID-198839.news.uni-berlin.de...
I相信它是c ++对吗?为什么他们不使用c#?
I believe it is c++ right? Why don''t they use c#?



游戏不是用C#写的,不是因为语言本身,而是

因为存在于托管(.NET)环境中。管理代码仍然不会很快,并且速度很快,使用非托管代码,而对于游戏来说,每一点的b / b $ b b速度都很重要。所以很多游戏厂商都在用C ++编写并且自己做内存管理。


然而,Managed DirectX声称拥有98%或99%的速度

非托管DirectX。这是非常令人印象深刻的 - 随着.NET变得越来越被接受

和处理器速度越来越高,我不会惊讶地发现主要的b
游戏供应商正在开发中一个托管环境。节省的生产力

相当可观。


Erik


" Van Nastring" < va*@yahoo.com>在留言中写道

news:br ************ @ ID-198839.news.uni-berlin.de ...
Games aren''t written in C# not because of the language per se, but
because of existing in a managed (.NET) environment. Managed code still
isn''t up to par, speedwise, with unmanaged code, and for games, every bit of
speed is important. So a lot of game vendors are writing in C++ and doing
their own memory management.

However, Managed DirectX claims something like 98 or 99 percent speed of
unmanaged DirectX. That''s pretty impressive - as .NET becomes more accepted
and processor speeds grow absurdly higher, I won''t be surprised to see major
game venders developing in a managed environment. The productivity savings
are considerable.

Erik

"Van Nastring" <va*@yahoo.com> wrote in message
news:br************@ID-198839.news.uni-berlin.de...
I相信它是c ++对吗?为什么他们不使用c#?
I believe it is c++ right? Why don''t they use c#?



难道DX管理不仅仅是低层DX API的包装器吗?如果那是

的情况,速度并不是那么令人印象深刻。它只是意味着处理的2%仅仅用于通过p / invoke层(以及其他.NET内务管理)来编组数据。


" Erik Frey" < ER ******* @ hotmail.com>在留言中写道

新闻:e5 ************** @ TK2MSFTNGP10.phx.gbl ...
Isn''t managed DX just a wrapper for the lower level DX APIs? If that is the
case, the speed is not truly that impressive. It simply would mean that 2
percent of the processing is simply devoted to marshalling the data through
the p/invoke layer (and other .NET housekeeping).

"Erik Frey" <er*******@hotmail.com> wrote in message
news:e5**************@TK2MSFTNGP10.phx.gbl...
游戏不是用C#编写,不是因为语言本身,而是因为存在于托管(.NET)环境中。托管代码仍然没有达到标准,速度,非托管代码,而对于游戏,每一点
的速度都很重要。因此,许多游戏供应商都在用C ++编写并且正在进行自己的内存管理。

然而,Managed DirectX声称98%或99%的速度可以加速
的非托管DirectX。这是非常令人印象深刻的 - 随着.NET变得越来越接受并且处理器速度越来越高,我不会惊讶地看到在一个托管环境中开发的b $ b主要游戏供应商。节省的生产能力相当可观。

Erik

Van Nastring < va*@yahoo.com>在消息中写道
新闻:br ************ @ ID-198839.news.uni-berlin.de ...
Games aren''t written in C# not because of the language per se, but
because of existing in a managed (.NET) environment. Managed code still
isn''t up to par, speedwise, with unmanaged code, and for games, every bit of speed is important. So a lot of game vendors are writing in C++ and doing
their own memory management.

However, Managed DirectX claims something like 98 or 99 percent speed of unmanaged DirectX. That''s pretty impressive - as .NET becomes more accepted and processor speeds grow absurdly higher, I won''t be surprised to see major game venders developing in a managed environment. The productivity savings are considerable.

Erik

"Van Nastring" <va*@yahoo.com> wrote in message
news:br************@ID-198839.news.uni-berlin.de...
我相信它是c ++对?他们为什么不用c#?
I believe it is c++ right? Why don''t they use c#?




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