| Member with 601 posts. | | Join Date: Jun 2007 Location: Hertfordshire - England Experience: Advanced | |
Quote:
Originally Posted by NuttyBar From what I can gather, C++ is(or at least has to be)one of the best programming languages in terms of speed and performance/capabilities. | Assembler is the fastest and most capable way to speak directly to the hardware in the only language it actually understands. But it's not everyone's cup of tea. Quote:
The language itself is not easy to completely understand, but in time it should weld ... but, like, really ...
is C++ itself to be preferred for game software development entirely over all other language competitors(Java, C#, etc.)?
| If you are talking about desktop games for a Windoze PC then it used to be (back in the day when I worked on PC games - a long time ago). If you want to talk to the hardware in a higher level language then you need to go with the one supported by the API developers. This used to be C++ but may well have changed since DX6. Quote: |
C++ supposedly performs faster because it compiles to object code from a compiler(or am I wrong here?), and Java compiles to bytecode from an interpreter.
| Correct... Quote: |
But can't Java compile to object code using a compiler? Wouldn't that make Java the same as C++, at least in terms of source code execution?
| Yes, you can compile java to object code, but that defeats the point of java (if there is a point to java). Quote:
Also, in the sense of implementing scripts alongside C++ code/library code, are scripting languages really an aid in programming, or are they just something that some prefer in such a programming system?
I'm not too fond of the idea of "scripts", but do they really have any useful advantages?
| Scripting languages, such as LUA, are often used in games (in particular) for a very good reason. If you are developing an RPG, for example, and want to introduce a new kind of enemy, if that enemy's behaviour is held on file in a separate script then you don't need to rewrite large clumps of your finished and working logic to fit it in. Your sprites / 3D models and general attributes of the new character can all be loaded straight in at run time without having to recompile. Easy really...
Danny
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