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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