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Commercial Pocket PC games made in .NET?


Commercial Pocket PC games made in .NET?

Postby wyrd » Jan 3, 2004 @ 11:05pm

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Postby sponge » Jan 4, 2004 @ 7:12am

holy internets batman.
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Postby wyrd » Jan 5, 2004 @ 8:09pm

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Postby Dan East » Jan 6, 2004 @ 12:54am

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Postby wyrd » Jan 6, 2004 @ 1:23am

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Postby Jim » Jan 6, 2004 @ 11:58am

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Postby wyrd » Jan 6, 2004 @ 7:45pm

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Postby Mr X » Jan 7, 2004 @ 12:37am

It depends on the type of game you are trying to write. I got a large part of the way into writing a beat-em-up type game that ran at 30+ fpm with full screen graphics, sound, music and ai. However a 3d type game wouldn't be much fun at all.

I have found C# to be about 10-20% slower than c++ on the ppc. However it is about 3* as fast to develop in (more so for me because I am not teribly good in c++).

I have a few game ideas that should be quite possible to do successfully in .net on the ppc.

Re cross platform stuff, appforge are doing a converter for vb.net to run on smartphones etc. What performance is like is another question. However it is nowhere near as portable as well writen c/c++.

There are other issues as well, download size for one.

it is ceratinly vastly better than evb!


Personally, I am hedging my bets, working on my c++ skill with yeti, upgrading my windows shareware in delphi, using c# in my day job and waiting to see what appforges new product is like.

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Postby wyrd » Jan 7, 2004 @ 12:50am

I'm curious, what graphics API did you use for your game? I find it hard to believe that what the System.Drawing namespace provides is only 10-20% slower than a C++ app that uses GAPI.
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Postby Mr X » Jan 7, 2004 @ 5:08am

Sean Cross
mailto:sean@sourceitsoftware.com

Pics Print - The photo printing solution for Windows.
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Rental Property Manager - Rental management made easy
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Postby wyrd » Jan 7, 2004 @ 5:54am

Ahh okay. That makes sense. I didn't even notice your name either, silly me. :)
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