In fact, a game engine dev should already know both languages really well imo. In addition, most experienced developers should be able to adapt any framework/language in small amount of time in either case, because they are engineers who have skills for solving problems, rather than just using tools. Of course, developing "slower" should not be a thing if the studio has skillful engineers as well, C++ and C# are just different languages, and Qt and WPF are just different frameworks. Because performance issues can be an actual thing due to how C# works (GC, Marshalling etc.). In fact, if the editor has performance issues, it will slow down the development speed of the users of the editor (artists, game designers etc.) imo, which just balances with developing "slower". If the point is really "developing faster", I get it, but IMO developing faster should not be the whole argument here. How to build Dependencies Make sure you have all of the following installed. The most obvious case is that io.WantCaptureMouse will be true when hovering an ImGui window (in reality the logic is. You can use those fields to hide the inputs from your own application/editor. Since the editor is really an "Edit Mode" version of the engine, using C# will affect the performance of the application as well. 1) When calling ImGui::NewFrame () it is updating the io.WantCaptureMouse and io.WantCaptureKeyboard fields.
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