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MonoGame vs. SDL [closed]

Tags:

c++

c#

sdl

monogame

Whats the main difference between using the MonoGame with C# and SDL with C++?

Which of them is easier to use? Which is recommended for multi-platform support?

Its important for us to have structure and all-pervading OOP. It should be performant but not at the cost of productivity (e.g. not reinventing the wheel or managing memory). We are a small team so we need a structured, simple and clear framework, which allows us to concentrate on the actual work.

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Luca Nate Mahler Avatar asked Nov 02 '22 06:11

Luca Nate Mahler


1 Answers

C++ with SDL is native and can run on almost any platform (cross-platform), more specifically those with limited system specifications.

C# with MonoGame is great for proto-typing a concept, but you could run into unavoidable bottle necks for large games. Additionally, SDL is just a graphics layer, where MonoGame is a complete API for interactive media. MonoGame could be cross-platform too, but I am unsure of its complete audience.

Is MonoGame really cross-platform?

You will do a little work from scratch when using C++ with SDL, but there are many libraries out there for C++ game development that will make it a breeze. If productivity is an issue, then you could have problems using C++, unless you use an existing framework for your game, which typically handles memory management. But that is the risk you take with C++; write more efficient code in a longer time frame.

Irrlicht is a great library for rendering. Simple and clean. http://irrlicht.sourceforge.net/

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zackery.fix Avatar answered Nov 10 '22 00:11

zackery.fix