Hi and welcome to Unity Bytes by Gruffy
This blog is a simple non directional blog arguing fors and againsts alongside tutorials for programming overall and in particular Unity 3D and C#
TLDR; Another Unity blog site to learn and maybe take from, if there's anything worthy of course.
So, I'm in a cheeky mood today so we are gonna look into the Camera object available in Unity and scriptable through C#....Screeeeech Stops.
But what about knowing code and the Unity IDE Interface?
Okay, let's do some of that first.
C# is a 3GL (General Purpose) OOP language built and maintained by Microsoft and is also now an open source with comprehensive third party frameworks like MONO that use C# as the language.
It has become a tour de force in programming over the years due to its speedy access times, high level frameworks like .NET to support it in both architectural constraints conformance and additional functionality. And my personal favourite - it is C like making you still feel like the programmer you boasted you would become by learning and taming the behemoth that is C++!
TLDR; It's a sweet language that can be easier to understand than the C++'s of the world, yet almost as effective speed wise and proven faster in some very unique cases.*
*Regarding this think of it more in terms of execution time to read code and compile it down to machine readable language. C++ has JIT and AOT , so does C#, C++ has an existing one with little update since C++ 99, not sure of the details for C++ 11 and the upcoming C++ 17 but what I can tell you is each iteration/ patch/ update to an IL machine and any of its supporting frameworks will invariably be aiming to improve such areas whenever possible.
TLDR; IL machines are updated more often over C++ compilers and therefore will likely exceed any downfalls as they iterate new versions which happens more often than it does with something like C++ and their compilers.
It is a myth that one is faster than the other, as they both return to machine readible language AOT to be executed. It's the speed of which any JIT compiled code in those respective languages can be read by its interpreter/compile time pipeline which is comparable.
TLDR-CosWasBoringlyHard;
You likely need to go back to youtube and follow a video before coming here and carrying on, sorry for this, it's me, NOT you - I cant think of a better way to break this down because unless you're interested in this stuff, frankly it's a bit boring* :(
* It is boring yes, but if you are a first principles kinda guy, you are gonna wanna get down and dirty with this kind of stuff and build your way back up to the high level stuff, whereas this blog is purely going to focus on high level stuff after this...It's just an interesting area people often discuss when choosing one language, and usually game engine, over another.
So, thats why C#... It's fairly amazing as a language tool and has a bunch of support both officially and at the community level. Not to mention it is the language of choice for Unity development for the above reasons also.
That's it, thats all the history im going to give, some of it is super accurate and some of it is just a breadcrumb to help you find out the deeper truths here. Remembering this at all times...
Although we should aim always to optimize our approaches to development to streamline and speed up our executions during runtime, we should also denote many machines have CPUs far more capable than they once were if they at least 5 years old or less. and these kinds of speed differences are just not noticable to a regular everyday normal guy like you's and me's...
Did I mention two ducks are outside waiting to be rescued by the RSPCA and its raining GUD here :)Anyway, moving forward I'm going to make a game in homage, with a lost levels type of vibe, found in games like Obduction
and the the previous Cyan chronicles. Im not the best out there by any means but have been told there might be a benefit to both of us.
Im going to go through the process upto this stage but first I wnated to show where it has got to after approx 3 months on and off.
There are glaring issues and the lights are set to baked but not mapped yet making the processes high, but it has also been quite interesting to discover things like LUTs in post processing, and a change of workflow direction from programming over to a bit of design and then modelling first approach. Oh and the caveats that come with that approach
However...
This game has been discontinued as an interested developer has taken on the concept and is working on this to be finished late side of 2021.
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