The online racing simulator
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IronAvatar
S2 licensed
I'd hate to use a mouse! I'm currently using a PS2 dual-shock pad with a USB adapter to get used to the sim, as I'm a new license owner. The only problem with PS2 pad' are the analog sticks have pretty large dead zones, and so the steering can be a bit twitchy in the extremes and no responsive enough for small corrections.

Not only that, but when rapidly shifting you can inadvertantly cause a small movement on the steering which can be pretty fatal when in a turn.

So it looks like I'll be buying a wheel with force feedback in the near future (wife and finances allowing )
IronAvatar
S2 licensed
Quote from Gai-Luron :I don't say C# it's not good, i say only it's not adequate for graphic game and mcgas001 want to dev game.

That's not quite true. C# can be compiled from byte-code to native code at run-time. Even if that were not the case, the bulk of most 3d operations are done on the GPU these days, with CPU math operations relying on native modules.

As for garbage collection, that's really not an issue either. The Unreal Engine uses a garbage collection system, and games like GoW and Unreal Tournament seem to run just fine. Ok, so the Unreal Engine didn't run too well on something like the PS2, but then, the PS2 was a very particular beast and sensitive to cache thrashing.

If there's one thing that makes a game written in C# slower than something written in C/C++, it's the mechanism used for linking to other modules and a lack of being able to in-line code from external libs. I wouldn't write a rigid body simulation in C# because of this reason....I hate to think of the call overhead from all those XNA math functions, but it's a very good place to start learning to game programing as a hobby.
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