I've been learning how to program with C++ for a little over a month now, and I'm starting to notice the incredible level of difference in graphics for games coded in C++ compared to C# and XNA. Bear in mind, I'm getting all of these examples from people on YouTube, but it seems to me that all of their attempts at implementing proper graphics with C++ and DirectX fall short of what those using C# and the XNA framework. Am I correct? I'd rather switch languages now before getting too deep into the wrong one. C# is apparently much easier, but I cannot stand that it's Microsoft proprietary.
It doesn't matter which language you use, "graphics" won't look better just by changing languages. You trade things like performance and ease of use when picking a language.
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Anonymous2011-01-04 2:18
>>2
AFAIK, Naughty Dog used Lisp DSL to preprocess C++ code for Uncharted games.
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Anonymous2011-01-04 2:19
>>3
You can pick any compiled language, as long as you write inner loops in some low level DSL.
no, it was a low-level DSL written in lisp, afaik, there was little/no C++ involved.
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Anonymous2011-01-04 4:37
>>6
Read "Jason Gregory - Game Engine Architecture".
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Anonymous2011-01-04 13:18
>>6
Iirc, Naughty Dog used a custom Lisp (implemented in Allegro Common Lisp) to code some of their games, but I don't believe Uncharted was one of them. These days I understand they're just scripting in Lisp, so their engine code can interoperate with the publisher's other projects.
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Anonymous2011-01-04 13:23
>>8
Ha! Lisp as a interpreted game scripting language, just where it belongs. On your knees, dog
>>9 interpreted Lisp
The majority of Lisps compile to native code and are quite fast.
I think in this case, they were just using Lisp to generate code for the game, not actually "script" in the usual sense.
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Anonymous2011-01-04 16:11
The majority of Lithpth compile to native code and are quite fatht.
I think in thith cathe, they were jutht uthing Lithp to generate code for the game, not actually "thcript" in the uthual thenthe.