If I want to get into simple game development, should I learn one, the other, or both?

If I want to get into simple game development, should I learn one, the other, or both? I already know a bit of both but which one should I go all in on?

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  1. 7 months ago
    Anonymous

    C++. after you discover that gamedev is a steaming pile of shit, you have better chances of using it in a real job.

    • 7 months ago
      Anonymous

      really?
      i was told gamedev is shovelware quality of code
      and broken features
      so its easier to make yourself a niche than in any other field of programming (esp as entrepreneur)

      • 7 months ago
        Anonymous

        >i was told gamedev is shovelware quality of code
        it is. engines are better, but games usually have trash code.
        so its easier to make yourself a niche than in any other field of programming (esp as entrepreneur)
        what would be a niche in gamedev? everything within the reach of indie studios is super saturated.

      • 7 months ago
        Anonymous

        >easier to make yourself a niche than in any other field of programming
        honest advice if you plan on making vidya: do it as a hobby, release your games for free and don't take it too seriously.
        that being said, just pick whatever language you like. if you have more ambitious projects and want to use Unity go for C#; if you wish to control every aspect of your game, and maybe want to try writing your own engine, then go for C++.

        • 7 months ago
          Anonymous

          >unity
          >after what happened
          ngmi

          • 7 months ago
            Anonymous

            what happened
            I will gladly pay $0.20 per install or whatever considering it only applies after I make $1 000 000 in a year with one game.

    • 7 months ago
      Anonymous

      the idea of indie gamedev is to make bank by doing meme games that turn viral.

      You are not supposed to do a real game by yourself unless you own a gamedev company, lol.

  2. 7 months ago
    Anonymous

    You learn programming, not language. Learning a language is easy part.

    • 7 months ago
      Anonymous

      No its not not all languages are scheme or lisp fhat they can be learned fast.
      C++ a clusterfrick of usles complexity that no one ever fully learns. C# is a bit better but its still not a small language.

      • 7 months ago
        Anonymous

        >C++ a clusterfrick of usles complexity that no one ever fully learns
        i never understood what part of c++ is hard for Black folk like you?; shit gets easier if you actually study and use it, you know?

        https://i.imgur.com/jX80wu2.png

        If I want to get into simple game development, should I learn one, the other, or both? I already know a bit of both but which one should I go all in on?

        just follow learncpp.com and you'll be fine

        • 7 months ago
          Anonymous

          You never understood because you are autistic moron that learned c and than cpp and wont touch any other language fhat isnt the same.
          You can have 160 iq you wont learn cpp in 3 months because its not possible. Language is sloppy full of weird behaviors and iregular sintax that you learn with boring grinding and not with intelligence or creativity.
          Thats why you midvits love it it enables you to have some sort of seniority badge in programing world.

          • 7 months ago
            Anonymous

            >you are (an*) autistic moron
            >c and then* cpp
            >fhat
            >it's*
            >iregular
            >sintax
            >programing
            Well I can see why you got filtered by it at least.

            • 7 months ago
              Anonymous

              >muh spelling
              Yea i see you are a midvit. Let me guess you suport permits and regulations and company stars to make you feel like a big boy.

              • 7 months ago
                Anonymous

                basic communication skill (just like basic math) is considered a good way to see how smart and dedicated a person is.

                You are a moron.

            • 7 months ago
              Anonymous

              Is it worth it to learn cpp even for extremely optimized code, or should I just jump straight to c? I remember doing some cpp, but it was mostly bullshit where we'd use namespaces and I forgot a lot of it.

              • 7 months ago
                Anonymous

                C++ is C but with classes. It's just as fast as C with -O2. Off the top of my head, the only reason to prefer C is no name mangling for libraries

          • 7 months ago
            Anonymous

            the language is okay and a decent iq combined with 3 months of disciplined study is enough to learn it to perform 99% of the tasks. of course, this is valid if you are not a marketing janny that codes mental gymnastics in it to shill a free language.

            • 7 months ago
              Anonymous

              c++ is very simple language (except templates maybe). you learn it in a week, and then you learn all its pitfalls in next 10 years.

              i think that c# features are actually more complex than c++

              • 7 months ago
                Anonymous

                Ok please show me an example of a more complicated language thats not some joke like brainfrick.

          • 7 months ago
            Anonymous

            i never understood how people like you could survive to their age, it's honestly a miracle

          • 7 months ago
            Anonymous

            Well said

            >C++ a clusterfrick of usles complexity that no one ever fully learns
            i never understood what part of c++ is hard for Black folk like you?; shit gets easier if you actually study and use it, you know?
            [...]
            just follow learncpp.com and you'll be fine

            >i never understood what part of c++ is hard
            Then you don't know C++

            Speaking on gamedev any news on new Unity pricing? They are not backing down, are they?

            They did, use Google.

      • 7 months ago
        Anonymous

        With C++ everyone has a different subset of the language in their head. At least C# has a community understanding around what parts are modern and which are best left behind.

      • 7 months ago
        Anonymous

        >C++ a clusterfrick of usles complexity that no one ever fully learn
        sounds like job security to me

      • 7 months ago
        Anonymous

        You are blinding yourself from the world. All languages are not lisp but lisp is all languages. To see the world for what it is you must walk the path. Until you do you are cursed to suffer in the cycles of technology and study each language on its own as if they weren't each and all only a reflection of the all encompassing lisp nature.

    • 7 months ago
      Anonymous

      selling a product and marketing is the hardest part. But most tech nerds can't speak to a girl without spilling spaghetti, so...

  3. 7 months ago
    Anonymous

    Godot.

  4. 7 months ago
    Anonymous

    C#. If just a simple developer, C#. All you need to be able to do is use an engine, so some safe high level OO language like C# or Java is all you need.
    If you're trying to be a game engineer, as in... programming the engine and core parts of the game, then throw away C# and C++ is your only option (and maybe Rust in the future). C++ is used because game programming is dirty.
    >Disregard everything you've learned about good practices and safety, make it as fast as possible, doesn't matter what you rig up
    That's game programming, and you need C or C++ for that.

    • 7 months ago
      Anonymous

      >and maybe Rust in the future
      yeah anon, I don't think so

      • 7 months ago
        Anonymous

        NTA, Rust is great for writing a game engine in even now. I made one(not general purpose) and it was really good experience.
        You just might want some scripting layer like Lua for actual game logic, but for the engine it's great.

        • 7 months ago
          Anonymous

          Yeah, sure, there are like 28625 "game engines" written in Rust, but 0 games, why is that?

          • 7 months ago
            Anonymous

            >there are like 28625 "game engines"
            There is one that matters so far.

            >but 0 games, why is that?
            I have explained it here

            >If I want to get into simple game development, should I learn one, the other, or both?
            C# and pick unity.
            You choose C++ only if you know what you are doing and want to pretty much do your own engine.

            Anyway, programming is a small part of game development. Good games are done in random shit frameworks like Construct or game maker. What is more important is being able to design a good gameplay, good assets, story, sound design, music, characters and everything else. Programming skill is secondary, you just have to make game run without too many bugs.

            . Language doesn't matter in game development at all. It's all about gameplay, story, music, etc.
            There is no point in making game in Rust right now, if mostly likely making same game in Unity or Game Engine is going to take 10 times less time = 10 times less development costs.

            However

            C#. If just a simple developer, C#. All you need to be able to do is use an engine, so some safe high level OO language like C# or Java is all you need.
            If you're trying to be a game engineer, as in... programming the engine and core parts of the game, then throw away C# and C++ is your only option (and maybe Rust in the future). C++ is used because game programming is dirty.
            >Disregard everything you've learned about good practices and safety, make it as fast as possible, doesn't matter what you rig up
            That's game programming, and you need C or C++ for that.

            and

            >and maybe Rust in the future
            yeah anon, I don't think so

            didn't talked about games, they talked about making a game engine. Making a game engine is completely different task than making a game. Rust is a really good language to make and engine, but not necessarily a game. That's why I suggested to embed language like Lua into your engine to make writing game logic easier.

            [...] (me)
            I didn't say that rust is bad, it's just that game devs don't seem to be much interested

            Because people who make games and people who make engines are usually not the same people. 99% of game developers does not need to know how to make an engine, it's not their responsibility. They have to make games, and Rust doesn't offer any advantage over popular premade engines when it comes to making games.

        • 7 months ago
          Anonymous

          Yeah, sure, there are like 28625 "game engines" written in Rust, but 0 games, why is that?

          (me)
          I didn't say that rust is bad, it's just that game devs don't seem to be much interested

  5. 7 months ago
    Anonymous

    If you're just making your own simple games then either one is fine.
    If you want to do it as a job, don't do it. Just don't.

  6. 7 months ago
    Anonymous

    Speaking on gamedev any news on new Unity pricing? They are not backing down, are they?

    • 7 months ago
      Anonymous

      Well said

      [...]
      >i never understood what part of c++ is hard
      Then you don't know C++

      [...]
      They did, use Google.

      >They did, use Google
      They literally didn't though? Do gtards not know how to re--ok forget about it.
      New versions of Unity come with the new pozzed pricing scheme. The current version is still under the old pricing scheme, but of course this version is going to stop working after a while.

      • 7 months ago
        Anonymous

        >New versions of Unity come with the new pozzed pricing scheme.
        No, they changed rules when it applies and it still fallbacks to revenue percentage whenever is cheaper.

        >this version is going to stop working after a while.
        [citation needed]

        • 7 months ago
          Anonymous

          >>this version is going to stop working after a while.
          [citation needed]
          Good luck deploying to the New New Switch 2 3DS XL Plus with tools from a time when the console never existed.

          • 7 months ago
            Anonymous

            How is that going to make old versions of Unity not work?

            • 7 months ago
              Anonymous

              It will render them useless for development for modern systems. If you want to develop a game for new consoles and probably macs, you will need the new version, which has the runtime pozz.

  7. 7 months ago
    Anonymous

    >If I want to get into simple game development, should I learn one, the other, or both?
    C# and pick unity.
    You choose C++ only if you know what you are doing and want to pretty much do your own engine.

    Anyway, programming is a small part of game development. Good games are done in random shit frameworks like Construct or game maker. What is more important is being able to design a good gameplay, good assets, story, sound design, music, characters and everything else. Programming skill is secondary, you just have to make game run without too many bugs.

  8. 7 months ago
    Anonymous

    If you're a newbie - learn C# and use an engine like Godot. If you want to go deeper - learn more CS fundamentals and then pick up C++.

  9. 7 months ago
    Anonymous

    You should have a game idea and workout what language is best suited to that.
    See you in the another of these moronic fricking threads in about, 15 minutes you fricking spastic.

  10. 7 months ago
    Anonymous

    If you're serious about this, go with python.

  11. 7 months ago
    Anonymous

    if you want your shit to be blazingly fast and want to get your hands dirty possibly writing your game engine from scratch go for sepples

    If you want to get your shit started right now and get a demo in a few hours learn M$'s java and learn unity

    • 7 months ago
      Anonymous

      You don't need game to be blazingly fast. You do need game to be fun to play.
      Better to pick something easier that will allow you to prototype as many game mechanics as possible in a short time. And only choose to write your own engine iff you can't get your already fun and cool game to run fast.

      Even Valve writes their new games in Unity first and move to Source (2) once they know the game will be fun to play.

      • 7 months ago
        Anonymous

        Why are you bringing the dog shit triple A bullshit into hobby game dev? Gaben is a fricking dicksucking homosexual and Valve is a fricking garbage company. Really chuckled when you said bullshit like "Valve writes their games", homies can't even count to three.

        Anyway, what you brought up has no place in amateur game dev, and what you said is a big problem for today's games, because devs by their nature are lazy, which is why you see triple A title with dog shit performance because management pushes unrealistic deadlines because they already saw the demo and like oh shit you got the working product already, release it to prod asap and dev just say frick it and do the bare minimum optimization wise.

        • 7 months ago
          Anonymous

          >making a fun game instead of obsessing over benchmarks is "dog shit triple A bullshit"
          Lol, lmao

          • 7 months ago
            Anonymous

            Fun out of the game gets sucked out faster than a hard dick out in the fentanyl junkie infested ghetto crack hoe house if you game stutters like a disabled clown midget on x-factor

            >Why are you bringing the dog shit triple A bullshit into hobby game dev?
            I don't, gameplay is just as important in indie games than it is AAA, if not more.
            Even more, making your own engine is way more popular than in indie. Nearly all indie games are made using premade engines.

            >Gaben is a fricking dicksucking homosexual and Valve is a fricking garbage company. Really chuckled when you said bullshit like "Valve writes their games", homies can't even count to three.
            ?

            >Anyway, what you brought up has no place in amateur game dev,
            Gameplay and prototyping are very important in amateur game dev. You do not have enough experience to design a game without prototyping various ideas.

            >and what you said is a big problem for today's games, because devs by their nature are lazy
            Prototyping is a problem? Quite the opposite.

            >which is why you see triple A title with dog shit performance because management pushes unrealistic deadlines because they already saw the demo and like oh shit you got the working product already
            AAA are not made using Unity or Game engine.

            You are, you brought up Valve, the dicksucking company of the century
            >Gameplay and prototyping are very important in amateur game dev.
            Yeah, which is why the Steam store is so full of these prototypes, unity is not for prototyping, it's a full fledged framework dedicated to making games, if you actually prototype something in it, chances are you your prototype IS the game.
            >AAA are not made using Unity or Game engine.
            Yes they are, it's not even about unity, it's about the fact that performance is garbage people tend to use out of the box solutions and call it a day.

            • 7 months ago
              Anonymous

              >You are, you brought up Valve, the dicksucking company of the century
              Valve is not the only company that cares about gameplay.

              >Yeah, which is why the Steam store is so full of these prototypes,
              Prototypes in this context are not games you'd put on steam. They are just basic implementations of various ideas you implement quickly to see how they actually work in practice.

              >unity is not for prototyping
              It is very good for prototyping. You can quickly write game logic and put together various mechanics to test them. Much faster than using some more advanced or custom game engine.

              >it's a full fledged framework dedicated to making games
              That doesn't prevent it from being good for prototyping.

              >chances are you your prototype IS the game.
              There is huge difference between prototype and a game. Prototype doesn't have to have anything except the very mechanic you want to try.

              >Yes they are
              Examples? Name one AAA game made in game engine.

              >it's about the fact that performance is garbage people tend to use out of the box solutions and call it a day.
              Performance is not as important as good gameplay. It only becomes a problem when the performance affects the gameplay.
              Prototype first, and then optimize. Do not optimize prematurely.

              • 7 months ago
                Anonymous

                >Examples? Name one AAA game made in game engine.
                homie, that shit is one search away, not gonna spoonfeed you.
                >There is huge difference between prototype and a game. Prototype doesn't have to have anything except the very mechanic you want to try.
                Of course there is, BUT the thing about unity is that it's not a prototyping framework you CAN make games with it and it is THE primary tool for it when you want something quick and easy, but you're still missing the point that it's super easy to hack something in unity or some other easy framework and ship it outright.
                >Valve is not the only company that cares about gameplay.
                Valve and the 'fat wiener gobbling asswipe Gaben don't give a shit about shit, but the money they make from skins.

                >le naughty words as substitutes for arguments
                Optimizing enough to get a solid 60 is an incredibly task for the average indie, you don't need C++ in the slightest, you just need to notice and correct major frickups such as allocation spam in tight loops and O(frickyou) code.
                Unity is more than good enough, Godot is more than good enough, fricking GameMaker Studio is good enough for technically simple projects and even those can be incredibly fun.
                The DIY from SDL meme is a meme, nothing more.

                The argument is that unity is not bad, it just shouldn't be used for big projects or where you need your game to be ultra fast, if OP wants to get his hands dirty without any hand holding he should go the sepples route.

              • 7 months ago
                Anonymous

                >unity shouldn't be used where you need your game to be ultra fast
                But that's wrong, Unity can get you a close to the speed of custom-made solutions with far less effort.
                The advantage of C++ is that, after you've gained plenty of high-level game dev experience with engines, you can spend a few months on a VERY SIMPLE C++ project and get some low-level experience too, experience you can then carry back into engine land and use in actual projects.

              • 7 months ago
                Anonymous

                >the speed of custom-made solutions with far less effort.
                only if you make bullshit games and nothing innovative

              • 7 months ago
                Anonymous

                90% of trendsetters are unity
                keep coping

              • 7 months ago
                Anonymous

                >trendsetters
                >tarkov
                >valheim

              • 7 months ago
                Anonymous

                Trendsetting in this case would be actually turning a profit on something people like.

              • 7 months ago
                Anonymous

                >I need to spam MOAR OBJECTS and MOAR GRAFIX or my game will never be innovative!
                What were you saying about triple A bullshit?

              • 7 months ago
                Anonymous

                >homie, that shit is one search away, not gonna spoonfeed you.
                So you are talking bullshit, as expected.

                >BUT the thing about unity is that it's not a prototyping framework you CAN make games with it and it is THE primary tool for it when you want something quick and easy, but you're still missing the point that it's super easy to hack something in unity or some other easy framework and ship it outright.
                The fact that it's super easy to hack something in Unity means it's good for prototyping.

                >Valve and the 'fat wiener gobbling asswipe Gaben don't give a shit about shit, but the money they make from skins.
                Irrelevant to the discussion.

              • 7 months ago
                Anonymous

                >So you are talking bullshit, as expected.
                Not spoonfeeding you.
                >The fact that it's super easy to hack something in Unity means it's good for prototyping.
                Are you dumb? You still can't get my point which is people use unity and call it a day and don't give a frick about speed where it's crucial and when it needs to be done it's done in sepples

                Also the prime example of a fun concept but a shitty decision to use unity is fall guys, a good fun game but since it's made in unity it stutters a lot, sometimes not even able to properly load textures for a good few crucial seconds and that's a game with PS2/3 level of graphics and number of objects on screen.

              • 7 months ago
                Anonymous

                >still trying to pretend vidya NEEDS extreme levels of optimization
                90% of games out there aren't complex enough to require anything more than a quick profiling and a visit to the Unity FAQ page, let alone a full rewrite in C++.
                Games with a shitload of moving parts a la Factorio are the exception, not the norm, and even then you can get pretty far on Unity (see Ai War 1 and 2).
                >muh FOTM streamer bait is unoptimized
                You deserve it for even caring about those blatant low effort cash grabs.

            • 7 months ago
              Anonymous

              >le naughty words as substitutes for arguments
              Optimizing enough to get a solid 60 is an incredibly task for the average indie, you don't need C++ in the slightest, you just need to notice and correct major frickups such as allocation spam in tight loops and O(frickyou) code.
              Unity is more than good enough, Godot is more than good enough, fricking GameMaker Studio is good enough for technically simple projects and even those can be incredibly fun.
              The DIY from SDL meme is a meme, nothing more.

        • 7 months ago
          Anonymous

          >Why are you bringing the dog shit triple A bullshit into hobby game dev?
          I don't, gameplay is just as important in indie games than it is AAA, if not more.
          Even more, making your own engine is way more popular than in indie. Nearly all indie games are made using premade engines.

          >Gaben is a fricking dicksucking homosexual and Valve is a fricking garbage company. Really chuckled when you said bullshit like "Valve writes their games", homies can't even count to three.
          ?

          >Anyway, what you brought up has no place in amateur game dev,
          Gameplay and prototyping are very important in amateur game dev. You do not have enough experience to design a game without prototyping various ideas.

          >and what you said is a big problem for today's games, because devs by their nature are lazy
          Prototyping is a problem? Quite the opposite.

          >which is why you see triple A title with dog shit performance because management pushes unrealistic deadlines because they already saw the demo and like oh shit you got the working product already
          AAA are not made using Unity or Game engine.

    • 7 months ago
      Anonymous

      >blazingly fast
      >gamedev
      kek. modern games run like turd though
      it's all just empty words. the sad reality is that gamedev programmers are bad at coding and c++ should be partially blame

  12. 7 months ago
    Anonymous

    remember when Microsoft said Windows 10 would be the final rolling release version of Windows and that there would never be a version of Windows after that?

    and then do you remember when they broke that promise and then made Windows 11 and made it shitty. and now do you remember that article where Windows 12 was planned to be a subscription based?

    now extrapolate that with the detail that the only company backing C sharp and F sharp at all is Microsoft.

    think back, what's their service level agreement for backing software long term?

    if you're lucky and it's profitable their track record is that they will back it for 10 years.

    but then it's abandon ware.

    whereas C++ is never going away

    if Microsoft wants to seem like a company that can keep their promises they need to delete Windows 11 right away

    • 7 months ago
      Anonymous

      C# is open source now

  13. 7 months ago
    Anonymous

    C# with unity or godot. C++ is a waste of time unless you want to engine dev (not gamedev) or use Unreal (not good for "simple game dev" and learning)

  14. 7 months ago
    Anonymous

    Learn C++ basics to know at least something about pointers and memory management, then learn C# to actually make a game with it.
    C++ for a game only makes sense if you want to write a whole engine from scratch, and that's not beginner stuff.

  15. 7 months ago
    Anonymous

    Why is C# even being considered here? OOP in C++ is just as simple and you're able to do so much more with the hardware.

    • 7 months ago
      Anonymous

      >OOP in C++ is just as simple as C#

      except you have to write like 5 constructors, know when to use virtual destructors, deal with move semantics and rvalue references, deal with cmake and a thousand other shit build systems, deal with adding libraries to your project (and keeping them up to date), and dealing with header files, and dealing with a thousand footguns in the std or writing your own from scratch (preferred method of gamedevs). also question of the day: what do you do when a constructor fails?

      • 7 months ago
        Anonymous

        >also question of the day: what do you do when a constructor fails?
        you throw an exception, or do initialization in another function that can return error information. it's C++ 101.

        • 7 months ago
          Anonymous

          >throw an exception

          good luck doing that in a game engine

          • 7 months ago
            Anonymous

            it isn't a problem if you throw rarely. if someone uses exceptions for flow control then they can't be helped.

          • 7 months ago
            Anonymous

            >he writes if err != nil 100 times just to print error
            lol. all that wasted perofrmance on useless if checks scattered around all your code

            • 7 months ago
              Anonymous

              Handling exceptions isn't free either, moron. There's branches for that too.

              • 7 months ago
                Anonymous

                exceptions are free if you don't throw, and when exceptions are thrown it's usually a bug
                people unfamiliar with exceptions have wrong assumption that you must throw exceptions everywhere just like you return error values everywhere, but that's not the case with exceptions.

              • 7 months ago
                Anonymous

                >exceptions are free if you don't throw
                No. Setting up an exception handler in the first place is not free and never has been free. Decompile a non-trivial example.
                If you do not have any code that can throw an exception, then setting up your exception handler is a waste of time.

              • 7 months ago
                Anonymous

                >Setting up an exception handler in the first place is not free
                Do you mean by calling std::set_terminate()?

              • 7 months ago
                Anonymous

                No, I'm talking about how "exceptions" are actually compiled down into assembly, not some atexit() rip-off.

              • 7 months ago
                Anonymous

                apparently you know something HFT guys (who measure basically every cycle) don't.

                ?&t=1147

              • 7 months ago
                Anonymous

                >They are zero cost if they don't throw
                Yeah, no shit, genius. It can be optimized out if the compiler knows it won't throw. Same goes for if-check spam which is the alternative.
                If you know it won't throw because it won't raise an exception (which is meant to represent an error), then you also know that there is no need to check for errors the old fashion way.
                Anyone who really cares about performance is handwriting assembly and reading Agner Fog's guides if they're using x86-64.

              • 7 months ago
                Anonymous

                >They are zero cost if they don't throw
                that was the claim from the start, moron

              • 7 months ago
                Anonymous

                So the claim is irrelevant to the discussion that is talking about the performance of throwing exceptions versus handling error values, moron.

    • 7 months ago
      Anonymous

      I don't want to build huge AAA slops
      I want to build smaller and simpler games with all the autistic weeb ideas I have written down
      Why the frick would I bother with such a verbose language when Unity, Godot and other actually small dev friendly engines are in C#
      Nobody needs Unreal for small projects
      >j-just use the unknown smaller engine
      Why? There is Godot and Unity for a much smoother coding experience

  16. 7 months ago
    Anonymous

    C++ is less of a "just works" language. You have to learn C, headers, a debugger, and a few quirks of the language. It's definitely not too bad, but you will have to parse 100 line error/warning chains due to the current state of the compilers (the trick for that is to just look at the initial error.) It's as fast as C with -O2 so can be used in low-level domains.
    C# "just works" with Visual Studio and has a more complete standard library. There's still a lack of tooling to use it easily outside of Windows, but it's been accomplished.
    Personally I prefer C++, but only because I'm interested in low-level domains and speed.

  17. 7 months ago
    Anonymous

    I know Ganker shits on Visual Basic alot, but is it good for anything game-wise? Is it good for anything at all?

    • 7 months ago
      Anonymous

      No, VB has been dead for years and VB.NET is just a worse version of C# that compiles to the same bytecode.

      As for OP's question, either is fine. I would argue modern C# is actually more complicated than C++, because they keep adding new ways to do things without removing the deprecated old ways, but C++ still has many more ways to have a nice day in the foot.

  18. 7 months ago
    Anonymous

    if you want to do "simple game development" don't learn either and go for a nocode engine like gdevelop, or soemething with python like godot, if you go for a programming language you got to go full in and shit's not simple anymore

  19. 7 months ago
    Anonymous

    remember that slow json parsing bug in gta 5? this would never happen in c# because it has fast json serialization by default in standard library

  20. 7 months ago
    Anonymous

    The Call of Duty games are written in C++.
    Terraria was written in C#.

    Take that for what you will.

  21. 7 months ago
    Anonymous

    c#
    in fact c# + python is a better combination
    after you realize the bad situation of gamedev and decides to drop out, having knowledge in both these languages still means you will never go jobless

  22. 7 months ago
    Anonymous

    >I already know a bit of both but which one should I go all in on?

    Flip a coin because with either you can make "simple" games or more complicated.

    Frameworks/libraries:

    C++: SDL2 or Raylib
    C# : Monogame, XNA, Raylib

    Engines:

    C++: Unreal, Torque, Crye, and the list goes on.
    C# : Godot, Unity, Stride, Unigine, and the list goes on.

    I'm kind of in the same boat as you, not being able to make up my mind on this. But I'm going the C++ route simply because of some courses that I'm taking use it. I'm thinking do Pong and Tetris with Raylib and go on to UE5 for a boomer shooter as the older engines or their somewhat faithful updates such as FTEQW or GZDoom are janky.

  23. 7 months ago
    Anonymous

    it is actually baffling to see so many morons wanting to learn sepples for their small indie ideas
    unreal is overkill outside billion dollar AAA, sepples is pointlessly overcomplicated
    stop falling for falseflaggings baits and just go with c# already

  24. 7 months ago
    Anonymous

    if thou wants to avoid having thy soul tormented in hell through all eternity, thou shall only study the language true to the divine word

    • 7 months ago
      Anonymous

      Haha look at this idiot. He things thou and thy are formal when in reality they are the informal form of you.
      Then he talks about "studying a language" when he doesn't even know his own!

      • 7 months ago
        Anonymous

        kts

    • 7 months ago
      Anonymous

      The C++ logo is the mark of the beast, by using it you're pushing the idea every C family language is defined by its relation to C++. That's of course what the committee wants. They hate C and everything it stands for and want it wiped out of existence.

      Look up c lang logo. Why can you only find blue, rounded hexagons? Where's the original C, the familiar one from the book cover? The big teal one?

      What most people think is "C" is in fact just C++-- (C++ without the ++). C# was given a similar logo because it is an offshoot of C++. But now the same base design has been retroactively added to other languages as well, as if C++ is the one universal lang that everything before and after it is meant to be based off.

      Surely Terry himself was such a big fan of C++ he totally wouldn't mind having his own C based language posthumously given the same treatment? Hexagon, 6 sides. What desecration.

  25. 7 months ago
    Anonymous

    C+

  26. 7 months ago
    Anonymous
    • 7 months ago
      Anonymous

      also genshin impact

  27. 7 months ago
    Anonymous

    You should grab GameMaker or Unity. So, C# I guess, if you plan on Unity.

    You'd only really need C++ if you're using Unreal, which for simple games isn't a great idea, or if you're making your own engine, which for simple games isn't a great idea either unless you want the learning experience.

    As an alternative you could use Java and the LWJGL, which is kind of halfway between library and engine.

    t. C++ enginedev

    • 7 months ago
      Anonymous

      >As an alternative you could use Java and the LWJGL, which is kind of halfway between library and engine.

      What about something like Raylib? How does that compare to LWJGL or Monogame?

      • 7 months ago
        Anonymous

        >raylib
        Pretty much the same niche as LWJGL.

  28. 7 months ago
    Anonymous

    C# is faster and older.
    C++ is slow bloated MS crapware.

    • 7 months ago
      Anonymous

      Bruh, opposite day is on the second Tuesday of the month.

  29. 7 months ago
    Anonymous

    >C#
    Jeets and corporate hell
    >C++
    Probably legacy code

  30. 7 months ago
    Anonymous

    Stop playing "vidya" incels

  31. 7 months ago
    Anonymous

    C# obviously because it's easier. Programming is a means to an end.

  32. 7 months ago
    Anonymous

    learn neither and take the rustpill

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