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C++

Posted: Mon Feb 03, 2014 9:04 pm
by Babakaoosh
Have any of you(devs) ever thought of porting the code to C++? It would be a bit of work but it would likely solve most of your performance issues. Whatever you say about the idea I plan on making a port as a pet project of mine.

Posted: Mon Feb 03, 2014 9:23 pm
by Matt
There is already a dead project called http://freera.sourceforge.net/ that tried it with C++

tangent

Posted: Mon Feb 03, 2014 9:43 pm
by Babakaoosh
Do you guys still have the engine issue for Dune where you can't implement building and placing tiles? Also, I'll be porting your code. This will mostly be just for fun than anything else.

Posted: Mon Feb 03, 2014 9:59 pm
by Matt
It will probably be more helpful if you profile the executable and find the bottlenecks so we can win some performance back. There are some known huge issues with the path finder and shroud/voxel renderer. https://github.com/OpenRA/OpenRA/issues ... state=open

Posted: Mon Feb 03, 2014 11:11 pm
by Babakaoosh
I guess I can see if I can help. I'm a Comp. Sci. student so I know some stuff. I am involved in a totalbiscuit project at the moment so I might not be around until that is done.

Posted: Mon Feb 03, 2014 11:44 pm
by Sleipnir
Buildable concrete has never really been an issue, we just haven't gotten around to adding it yet (i'm on it, and have a half-completed branch).

OpenRA relies heavily on features like reflection and LINQ, and so you will find that a direct port from C# to C++ will be impossible. You could adapt our code patterns to C++isms, but a significant amount of fundamental game plumbing would need to change.

Posted: Tue Feb 04, 2014 1:01 am
by Babakaoosh
Okay. I never imagined it would be easy but if I could do it then I'd say I am a fairly good programmer and it would be a learning experience. Though if freeRA is a COMPLETE version of the game I might work with that and just make it compile and play around with the code.