Quake II includes the Engine source, are you sure you can mix and match managed C++ with non-managed C++ code (the hl.exe, sw.dll, hw.dll and many many other files we don't have source to in halflife).
Don't forget we have only source to the server and client dll's here, so I'm not sure that you can just port those to be managed C++ code and have it work at all.
Since the .NET runtime causes a market increase in runtime for applications I've written with such 'managed' code, I wonder about the performance, but that's just at startup I guess (dont' forget the .NET runtime is several MB large, and is not loaded into memory continuously on many platforms). I wrote a notepad like program in C#, it takes a minute or more to start up if it hasn't run recently (the runtime hangs around it seems for a bit). Oh, and you can't display a splash screen, because your runtime environment isn't in existence... it's a lot like Java to me the whole thing.
On platforms with it built in, maybe it will be better (like windows server 2003 or whatever).
Sorry, strayed off topic a bit. The answer seems to be no one has done it yet, and without knowing that you can run and call properly managed code from unmanaged.. I'm not sure it's a good idea. (The engine expects exports like you'd get from C code __cdecl extern "C" yadda yadda), not sure if HL could even find the functions it needs if it were ported.
At 04:22 PM 9/4/2003 -1000, you wrote:
I just read over my question and the responeses I got back, and realized I could have added more information. 8)
I an not sure how I found it, but Quake II was ported over to .net code, and there is a White Paper that talks about it.
In the paper it talked about portint the code to a Managed C++ project and all the benifits, with only a slight performance loss. The information in the paper is too large for me to relay, but it does talk about some good stuff.
So this is what I had meant to ask about.
Starbreaker
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