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	<title>Comments on: Managed Code in Games</title>
	<atom:link href="http://cowboyprogramming.com/2008/02/26/managed-code-in-games/feed/" rel="self" type="application/rss+xml" />
	<link>http://cowboyprogramming.com/2008/02/26/managed-code-in-games/</link>
	<description>Game Development and General Hacking by the Old West</description>
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		<title>By: Mick West</title>
		<link>http://cowboyprogramming.com/2008/02/26/managed-code-in-games/comment-page-1/#comment-19796</link>
		<dc:creator>Mick West</dc:creator>
		<pubDate>Wed, 18 Jun 2008 14:53:44 +0000</pubDate>
		<guid isPermaLink="false">http://cowboyprogramming.com/2008/02/26/managed-code-in-games/#comment-19796</guid>
		<description>True, - this was discussed at some length in the links Washu provides, above in comment #2.</description>
		<content:encoded><![CDATA[<p>True, &#8211; this was discussed at some length in the links Washu provides, above in comment #2.</p>
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		<title>By: Sander van Rossen</title>
		<link>http://cowboyprogramming.com/2008/02/26/managed-code-in-games/comment-page-1/#comment-19783</link>
		<dc:creator>Sander van Rossen</dc:creator>
		<pubDate>Wed, 18 Jun 2008 09:45:25 +0000</pubDate>
		<guid isPermaLink="false">http://cowboyprogramming.com/2008/02/26/managed-code-in-games/#comment-19783</guid>
		<description>You should also keep in mind that (most of the) C++ will probably compile to the C# equivalent of &quot;unsafe&quot; code, which ends up being slower then plain .Net code.
If you would&#039;ve converted your code to C# (which would be a scary undertaking, i wouldn&#039;t recommend it) your fps would most likely have gone up (still not as fast as c++ obviously).</description>
		<content:encoded><![CDATA[<p>You should also keep in mind that (most of the) C++ will probably compile to the C# equivalent of &#8220;unsafe&#8221; code, which ends up being slower then plain .Net code.<br />
If you would&#8217;ve converted your code to C# (which would be a scary undertaking, i wouldn&#8217;t recommend it) your fps would most likely have gone up (still not as fast as c++ obviously).</p>
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		<title>By: dan</title>
		<link>http://cowboyprogramming.com/2008/02/26/managed-code-in-games/comment-page-1/#comment-17803</link>
		<dc:creator>dan</dc:creator>
		<pubDate>Sat, 17 May 2008 20:42:42 +0000</pubDate>
		<guid isPermaLink="false">http://cowboyprogramming.com/2008/02/26/managed-code-in-games/#comment-17803</guid>
		<description>It&#039;s always nice to see managed code for games get a little more of the the spotlight. 

I think the main way this is happening right now - is Lua. It&#039;s widely used in many projects. A low level engine is written in C++ and then the logic is handled in the scripting language itself.

That said I do love C# because it&#039;s so tightly bound to Visual studio. It&#039;s extremely easy and fun to program in.</description>
		<content:encoded><![CDATA[<p>It&#8217;s always nice to see managed code for games get a little more of the the spotlight. </p>
<p>I think the main way this is happening right now &#8211; is Lua. It&#8217;s widely used in many projects. A low level engine is written in C++ and then the logic is handled in the scripting language itself.</p>
<p>That said I do love C# because it&#8217;s so tightly bound to Visual studio. It&#8217;s extremely easy and fun to program in.</p>
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		<title>By: Washu</title>
		<link>http://cowboyprogramming.com/2008/02/26/managed-code-in-games/comment-page-1/#comment-13987</link>
		<dc:creator>Washu</dc:creator>
		<pubDate>Sat, 29 Mar 2008 20:12:09 +0000</pubDate>
		<guid isPermaLink="false">http://cowboyprogramming.com/2008/02/26/managed-code-in-games/#comment-13987</guid>
		<description>Please do note a previous discussion on this article at: http://cowboyprogramming.com/2007/01/05/blob-physics/
And some subsequent followups:
http://scapecode.com/category/14.aspx

As far as C# being cross platform: The mono project has demonstrated how it can easily be implemented on a plethora of platforms in the Open Source world. There&#039;s also reference implementations available from Microsoft and even some efforts to build a micro one that works on the PSP: http://scientificninja.com/development/csharp-on-the-psp</description>
		<content:encoded><![CDATA[<p>Please do note a previous discussion on this article at: <a href="http://cowboyprogramming.com/2007/01/05/blob-physics/" rel="nofollow">http://cowboyprogramming.com/2007/01/05/blob-physics/</a><br />
And some subsequent followups:<br />
<a href="http://scapecode.com/category/14.aspx" rel="nofollow">http://scapecode.com/category/14.aspx</a></p>
<p>As far as C# being cross platform: The mono project has demonstrated how it can easily be implemented on a plethora of platforms in the Open Source world. There&#8217;s also reference implementations available from Microsoft and even some efforts to build a micro one that works on the PSP: <a href="http://scientificninja.com/development/csharp-on-the-psp" rel="nofollow">http://scientificninja.com/development/csharp-on-the-psp</a></p>
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		<title>By: raigan</title>
		<link>http://cowboyprogramming.com/2008/02/26/managed-code-in-games/comment-page-1/#comment-12331</link>
		<dc:creator>raigan</dc:creator>
		<pubDate>Wed, 27 Feb 2008 21:26:06 +0000</pubDate>
		<guid isPermaLink="false">http://cowboyprogramming.com/2008/02/26/managed-code-in-games/#comment-12331</guid>
		<description>hooray! thanks ;)

now if only c# was properly cross-platform..</description>
		<content:encoded><![CDATA[<p>hooray! thanks ;)</p>
<p>now if only c# was properly cross-platform..</p>
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