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XNA is dead. Microsoft officially recommends MonoGame instead.

When a game seems to be written exclusively in a high level language like C# then there is almost always a massive framework underneath that integrates a lot of shiny C and C++ libraries for the real heavy lifting.



Time travel 20 years back on some USENET forum.

"When a game seems to be written exclusively in a high level language like C++ then there is almost always a massive framework underneath that integrates a lot of shiny C and Assembly libraries for the real heavy lifting."

Time travel 30 years back on some BBS forum.

"When a game seems to be written exclusively in a high level language like C or Pascal then there is almost always a massive framework underneath that integrates a lot of shiny Assembly libraries for the real heavy lifting."


Except that games back then were limited in code size by what could be stored in memory on the target systems. All the game code that I have seen from the 80s and early 90s came in well under 100kloc and library dependencies weren't a thing because of the same resource constraints. This changed over time and now almost any contemporary and technically decent game sits on top of several hundreds of thousands or millions of lines of 3rd party code.


Sure and that 3rd party code can be written in whatever language the library authors feel like using, it doesn't need to be necessarly C or C++.




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