I am thinking of making a simple game engine for my course final year project. I want it to be modular and expandable so that I can add new parts if I have time. For example I would make a graphics engine that would be completely independent of the other systems, once that was finished I could add a physics engine etc. I would also want to make a tool set to go with this engine. For the tools I would like to use C# but I am not sure about the libraries. My question is, if I want a C# GUI program, can I reference a library written in C++? Also would there be any performance problems etc. if I made some of the libraries in C# but wanted to use them from a C++ game.
I would like to avoid C++ as much as possible, my experiences have shown that development time can be a lot higher for a project over that of using C# or Java etc. My graphics development would be in OpenGL, this is all I have been taught. We have only done this in C++ but I have seen that projects such as SharpGL allow for the development with C#. Is there any performance issues with this. I am not looking for a blindingly fast, top graphics game. It will most likely be something simple to show my engine working. My engine probably won't be that great either as I only have a year and am working on my own.
Any advice on this would be appreciated. I am still really in the planning stages so it wouldn't be too much work to completely change what I want to do. I would just like to preempt any major problems I might have.
Thanks
If you can pull this off even under a relaxed set of goals, you're set for a great project. First, you need to get a grasp of scope:
A game engine is a big development task. A game engine with a toolchain is an enormous development task. In a lot of ways, choosing a smaller but more challenging task is preferable because it shows higher-level thinking about problem solving, which is greatly preferred by academics - double that if you are CS and not [Area of] Engineering. Since you are working in managed languages, things you may want to consider are:
You should look into XNA. It performs quite well, and from what I've heard, is quite easy to work with.
About referencing C++ code from C#: It's perfectly doable, though it will take some effort from your side to get it right. C++/CLI can work as an intermediate wrapper or you can use P/Invoke. Just remember that C++ is unmanaged and that you will need to do some manual garbage collection, which can be somewhat icky in a managed environment like .Net. Perfomance in the C++ -> C# bridge is okayish, but I'm unsure how it will perform if you need do 100.000 calls to a math-library each second. I guess a small test would be good.. I'll see if I get time to do this later today, though I somewhat doubt it :)
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