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> Why does anyone care it's in C# if they're not looking at it anyway?

Garbage collection probably. Some games have noticeable stutter. But I assume there are ways around that, similar to using Java in HFT.



A lot of effort goes into making sure allocations are avoided though. You also have DOT's High Performance C# which is a blazing fast subset of C# (Burst Compiler). I like the idea of using a language for everything, then restrict to a subset where performance is critical. You don't have that wall between scripts and (C++) engine code. And as mentioned above, less glue code is appreciated.




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