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Old 03-28-2012, 12:05 AM
Thee_oddball Thee_oddball is offline
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Quote:
Originally Posted by mazex View Post
From what I understand they use C# for the GUI and the scripting, just like IL2 used Java for the GUI... Most games use a more user friendly language for the scripting like Python (which is rather confusing in a way though ), the thing is that it comes without saying that the scripting part has to be JIT compiled

I'm pretty sure the game itself is coded in C++

Well - my oh my, at this point to not look silly I loaded Reflector to just verify that the core dll:s where C++ dll:s and not .NET and to my amazement the majority are really .NET assemblies, with a small bunch like the SpeedTree dll:s etc written in C++. Hmm, writing the core of a game like this in .NET feels very weird - I actually never thought of it as I was so sure that it was only the GUI and Scripting which felt OK...

A view in reflector of the core.dll that I thought was a C++ dll below... The "WLandscape" class in the image sure is a part of the render code that is in .NET as you can see... Or is it maybe just for the map editor? Nah, no need for "renderSunGlare" there?

Attachment 8913

EDIT: Interesting looking at the methods... Like cHQ_forestHeightHere(float x, float y)... Could be used to see if you should crash into a tree without actually checking the 3D tree object itself? And then there are a bunch of unmanaged types returned so there sure is interop going on (naturally)... Needs some more digging on what is done in C++ and what is done in .NET. I really don't understand why someone would come up with the idea to write a game like this in .NET. For an Indie game with no real preformance bottlenecks like Magica - sure. But this?
get it to market faster?, use smaller team? or both. you think this maybe the reason for the micro stutters and leak?
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