Closed paulbartrum closed 2 years ago
Curious, what are you working at using Vortice?
I'm working on a game: Still a long way to go :-)
Oh nice, using D3D11 or D3D12? I see you're using ImGui as well
Yep! My current list of package dependencies: Vortice.Direct3D12, Vortice.Dxc, Vortice.XAudio2, Vortice.DirectStorage, Mochi.PhysX, ImGui.NET, K4os.Compression.LZ4, System.CommandLine.
K4os
Mochi.PhysX? How are the performance?
Mochi.PhysX? How are the performance?
Mochi.PhysX is a very low-level mapping (lots of pointers, etc) so performance is presumably good. (Though I haven't done any benchmarking to verify this.) I did try PhysX.Net first before switching to Mochi.PhysX, but I found PhysX.Net was missing some functionality. I think because PhysX.Net is using a hand-written mapping layer whereas Mochi.PhysX is using a tool to automate the C++ -> C# mapping.
Nice, how are the performance of your game ? Compared to native C++?
Nice, how are the performance of your game ? Compared to native C++?
I have no idea. I'm getting 400fps right now (1000fps with full-screen ambient occlusion turned off) so I can't really complain. My gut feeling is that .NET performance is easily good enough to make a commercial game in, as long as you avoid triggering the garbage collector during gameplay. Which with the prevalence of Span
You're targeting net6?
.NET 7. I really like the 'required' keyword in C# 11. Edit: and raw string literals are amazing for unit tests.
Thanks!