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Is this currently the best programming language to develop videogames?
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No, but its a good language especially for beginners.
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>>720981240
Then what's the best then?
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>>720981624
C++
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as a person who's been working with it for 12 years, I'm going to say yes. But I'm extremely biased as my only other experiences are with AS3 (now defunct) and C++ in ~2010, which I thought was cumbersome an finicky. I didn't have any fancy IDEs so I wrote all the header/linker files and managed all the imports manually. It was a PITA. C# is so much nicer as you don't have to worry about how you order you functions in the file for the compiler, don't have to manage header files, don't have to worry about circular dependencies in imports. C# also has string manipulation and List/Collections built in, a long with a bunch of other nice libraries like DateTime. I'm sure someone in this thread will bring up "but muh pointer manipulation and manual memory management", which are good strengths for C++, but I don't think it's worth it for all the rest of the crap you have to deal with.
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>>720981624
the best overall is C++. it's simply way too flexible and has countless libraries supporting it that specialize in optimization problems. if your goal is to make a game run as performant as possible, C++ will get you there. if you want to do rapid prototyping and don't need to worry about performance as much, C# is better.
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What IDE do you use for C++? And how do you install new libraries? Anything as easy as pip install, like for Python?
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>>720981624
Rust
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>>720982405
Just use visual studio, and you will need to do library management by hand.
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>>720981148
Tamil
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>>720981148
Good for beginners yea. Not a bad language on its own either. It was Microshits response to Java.
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>>720982563
>visual studio
>c++ on windows
shit nigger what are you doing
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>>720981148
You will bloat your code with python.
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>>720983070
work, unlike every single linuxneet
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>>720983070
fuck off freetard, you literally haven't a clue.
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>>720981148
Any language you feel confortable with, as long as you can finish and ship your project, is the best programming language.

That being said C# is pretty popular nowadays, for historical reasons dating back to XNA and MonoGame IIRC.
C/C++ you want to use for serious stuff, like building a new game engine completely from scratch.
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>>720983070
It may have changed the past last few years (haven't used it in quite some time), but generally Visual Studio is the best piece of software MS ever pushed.
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>>720981148
>Java, but Microsoft edition
Lmao, no. Go with C++ if you're serious about it. If you're just fucking around, you want GDScript
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>>720982405
https://www.jetbrains.com/rider/download/?section=linux
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>>720981624
the one you release a game with
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>>720983763
>That being said C# is pretty popular nowadays
In the greater software industry, C# is basically dead. Most companies jumped ship to Python after AI started getting big since that's the main language supported by libraries. And to a lesser extent Node/JS/TS.
In terms of games, C# is only being propped up by Unity, and you should avoid them hardcore now since they keep trying to do retarded licensing rugpulls.
Either use C++ with Unreal engine, GDScript with Godot, or make your own engine with C++.
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>>720983763
no, for practical reasons, ie it's lovely to work in unlike c++ which is like pulling teeth
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>>720981148
No, its use in gamedev is strictly scripting in Unity. If that's what your goal is, it does its job.
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>>720982405
QtCreator
>libraries
your distro's package manager
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>>720984925
C#/.NET is still used a decent amount for web dev. It has great features for building a web API quickly.
It's popularity is actually pretty stable over the years according to https://www.tiobe.com/tiobe-index/csharp/
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>>720985520
I mean he isnt wrong either but language choice for a game is not relevant.
Biggest performance impact is your understanding of the engine, and no dont be silly you'll never develop your own engine by yourself.
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>>720984137
That would be VS code, unironically. VS is a bloated laggy monstrosity.
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>>720981624
C#, don't let C++ posers fool you
modern .NET can run on any system, and there's literally "unsafe" code if you want to use pointers and memory allocation
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>>720984925
ASP.NET is incredibly popular the fuck are you talking about, it's up there with node.js and java
>Most companies jumped ship to Python after AI
AI has fuck all to do with backend, and if you want to talk about python in backend then django doesn't even come remotely close to the big ones, no sane person would use python for that.
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>>720981148
anon, you've got something on your-- wait, don't move. there. you're good now.
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>>720987081
wtf put it back
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Is lua or GML easier to learn?
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I know nothing about game development other than q basic in high school (which I loved). I want to make a 2d top down rpg roguelite. What should I learn to get the job done?
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>>720987343
unity
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C flat is somewhat better
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>>720987293
Lua is more widely useful at least.
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>>720981148
Jai
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>>720987405
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>>720985520
Great features like
>being tied to IIS, the world's worst server software
>and uh....
>ummm....
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>>720981148
/v/ doesn't know how to code. Instead, look at
>>>/g/106565154
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>>720985520
C# is circling the drain. You should be learning literally any of the languages above it instead.
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>>720981148
It's too constrained and too different from c++, except for the syntax. But it's still better than LUA, python, js or whatever shit they like to use in game engines.
The reality is that Epic was right, C++ is the best scripting language for a C++ game engine. But you don't really need to program in C++, just in something that can output C++, like Nim or its alternatives.
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>>720991185
>+0.30%
nta but looks fine to me
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>>720991185
Where's JavaScript on that list? That's not listing all languages by use that's for sure.
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>>720990857
what's the point of knowing how to code if you're just gonna produce useless garbage?
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>>720991185
I suspect Python is overrepresented in that list due to AI. Python became the standard glue language to connect all the C libraries used in AI development and inferencing and so anyone doing anything in the field is "developing" in Python, but you don't really code in Python when you're doing that, you're just connecting some inputs to a prepackaged library that is mostly itself a connector to CUDA. If someone made a new scripting language dedicated to AI tomorrow that had less weird issues than Python, it would rocket up the charts and Python would be deader than a dead thing.
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>>720991504
>C++ is the best scripting language for a C++ game engine
Epic is a bit of an outlier on that. It strictly speaking doesn't have a "scripting" language at all. Scripting languages are supposed to make the glue logic easy, something that C++ is most definitely not. Reason being is that C++ is great for data structures and interface design but it's really bad for just making long simple programs of If This Then That and state tracking. That's why everyone uses some higher level scripting language for that or invents their own.
Epic required C++ because their engine was old school and incomplete. YOU were required to provide your own game logic in its entirety, no scripting provided. They have since grafted on blueprints, but that's not a fix.
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>>720981624
The one your chosen engine interfaces already with.
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>>720990706
.NET Core / C# hasn't been tied to IIS since god knows when. What are you, a fucking dinosaur? Kestrel + Frontproxy of your choice has been a thing for over a decade.



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