We'll I know Valve has shown interest in managed code for mod
development as they have discussed this with at least one developer
I'm aware of prior to HL2's release. I have not had the opportunity to
discuss if anything furthur has become of Valve's original interest.
On Tue, 30 Nov 2004 17:03:1
It'd be ok on a Windows dedicated server, but I can see the problem on
Linux. The CLR implementations on Linux might not be mature enough to be
able to use the best possible interop that'd work on a Windows machine. But
it'd be worth investigating a solution like Mono.
In any case, code written in
I had thought about trying to do just this. But yes, marshalling and
interop stuff can be nasty for performance. If the system were very
well designed, it might be doable, but don't forget, you also inherit
a reliance on the .NET runtime. Might not be friendly to the
dedicated servers.
--
Bob Am
hearing, Visual Studio.net was the preferred dev
environment, but the code itself is all native.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ChessMess =/=
Sent: 30 November 2004 19:01
To: [EMAIL PROTECTED]
Subject: [hlcoders] HL2 and Managed Code
Greeting
Greetings and apologies,
Apologies if this has already been covered but I'm interested in anyone's
take on using managed code and C# to do HL2 coding. I was also curious,
being new to HL2 development if Visual C++ .Net was the preferred
development tool/environment.
Thanks for you time,
ChessMess
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