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What game engine are you using?
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What game engine are you using? Unity3D. C# <3 I used XNA originally, but switched to Unity a few months ago. I'd put all my game logic in a separate dll which I could just import into Unity and wire up the events to get something working within a day.
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Ugh. I hated working in Unity. =/
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Ugh. I hated working in Unity. =/ It has it's downsides - like not natively supporting simulating a particle effects or trail renderers in anything other than world or local space. (Where's my parent space!?) Generally the productivity benefits and existing ecosystem of sample code/assets make up for it's failings. What didn't you like about it? If you were using MonoDevelop I can understand you'd have hated it.
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Ugh. I hated working in Unity. =/ It has it's downsides - like not natively supporting simulating a particle effects or trail renderers in anything other than world or local space. (Where's my parent space!?) Generally the productivity benefits and existing ecosystem of sample code/assets make up for it's failings. What didn't you like about it? If you were using MonoDevelop I can understand you'd have hated it. Started in MonoDevleop and switched to Visual Studio. It might have been the combination of that, hating that getters in C# could be methods and thus not O(1) (caused a lot of performance issues), and that we were also using Perforce
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It has it's downsides - like not natively supporting simulating a particle effects or trail renderers in anything other than world or local space. (Where's my parent space!?) Generally the productivity benefits and existing ecosystem of sample code/assets make up for it's failings. What didn't you like about it? If you were using MonoDevelop I can understand you'd have hated it. Started in MonoDevleop and switched to Visual Studio. It might have been the combination of that, hating that getters in C# could be methods and thus not O(1) (caused a lot of performance issues), and that we were also using Perforce Ah yeah, we chatted about this before. re properties, I don't think any performance penalty you get from them will matter unless you're accessing it in a loop of some kind. (In which case make a local copy for fun and happiness). Nothing really stopping you from using public fields instead though, which are exactly what you're looking for. (Unity actually encourages this). Perforce couldn't have helped.
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