Alien Swarm as modding base

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Re: Alien Swarm as modding base

Postby marks on Sat Jul 30, 2011 7:22 pm

C# and C++ are basically the same language anyway ¬_¬
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Re: Alien Swarm as modding base

Postby ScarT on Sat Jul 30, 2011 7:30 pm

Far from tbh.
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Re: Alien Swarm as modding base

Postby stoopdapoop on Sat Jul 30, 2011 9:36 pm

marks wrote:C# and C++ are basically the same language anyway ¬_¬


wtf?
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Re: Alien Swarm as modding base

Postby Gary on Sat Jul 30, 2011 9:59 pm

Marks is a coder?
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Re: Alien Swarm as modding base

Postby marks on Sat Jul 30, 2011 10:49 pm

Not really, I'm just messing ;) I code quite a bit of maxscript at work, but nothing serious like C.
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Re: Alien Swarm as modding base

Postby Dr. Delta on Sun Jul 31, 2011 5:17 am

Oh you guys. As a general rule, most GOOD engines are written in C++, because it has less overhead, making it more efficient and faster. And yes, some games (smaller ones, mostly) might use XNA, which is a framework you can use with C#.

Though, I must admit, you could write something like this in C#, something like Hammer, something that crashes a lot, doesn't have a separate thread for it's render window, making it freeze while it compiles.. :').
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Re: Alien Swarm as modding base

Postby Valar on Sun Jul 31, 2011 8:11 am

Glad to see this being discussed. I'm actually looking into building my mod on AS and looking for a brave programmer who's interested in working on a new game.
For details PM me.
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Re: Alien Swarm as modding base

Postby Mr. Happy on Sun Jul 31, 2011 6:05 pm

All good engines are written in assembly.
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Re: Alien Swarm as modding base

Postby marks on Sun Jul 31, 2011 6:57 pm

I hope thats a troll ¬_¬
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Re: Alien Swarm as modding base

Postby MrTwoVideoCards on Sun Jul 31, 2011 7:06 pm

Valar wrote:Glad to see this being discussed. I'm actually looking into building my mod on AS and looking for a brave programmer who's interested in working on a new game.
For details PM me.


lol.
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Re: Alien Swarm as modding base

Postby Valar on Sun Jul 31, 2011 7:40 pm

I guess choosing any other engine over Source would make our lives a lot easier and i'm aware of that. That said, nothing i've seen elsewhere comes close to Source. I don't know how to explain it and I don't think I need to. I guess I should give it at least a fighting chance and then see what happens. After all this project is rather ambitious.
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Re: Alien Swarm as modding base

Postby Jangalomph on Sun Jul 31, 2011 8:33 pm

I'm thinking about asking gary to see if he wants to team up with me to make a new version of my base mod source code. I'm thinking about implementing particle impacts, and particle based explosions etc.

EDIT: Though this post was off topic, I was just saying :P

And ASW isn't exactly easy to add to hl2 so says gary.
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Re: Alien Swarm as modding base

Postby Dr. Delta on Sun Jul 31, 2011 8:52 pm

Mr. Happy wrote:All good engines are written in assembly.

Never heard about companies doing that. Only small parts of operation systems are written in assembly, so didn't expect they're writing whole game engines in assembly, but it's very efficient, so you might be right. However, you can't just revise assembly code.
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Re: Alien Swarm as modding base

Postby zombie@computer on Sun Jul 31, 2011 9:19 pm

Dr. Delta wrote:
Mr. Happy wrote:All good engines are written in assembly.

Never heard about companies doing that. Only small parts of operation systems are written in assembly, so didn't expect they're writing whole game engines in assembly, but it's very efficient, so you might be right. However, you can't just revise assembly code.

small parts? Windows' kernel was written in Java then?
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Re: Alien Swarm as modding base

Postby Gary on Sun Jul 31, 2011 9:46 pm

Low level stuff is best written in assembly. Some game developers use assembly when writing programs to run on the GPU.

I'm not a real programmer, I can do basic modifications in Cpp but that's pretty much it.
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