#Grenouille - Modern OpenGL behind a D3D11 inspired API
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i know ๐
Honestly it's a usable and fine lang
the problem with all this crap language is that it WILL lack conveniences i am fmiliar with
But ofc it's not super duper innovative or anything
i dont care about innovativeness tbqh
You're spoiled by C#
Maybe rust will tickle your fancy
I would like to do C# but my brain can't comprehend the OOPisms
It'll help you read other rustaceans' code
id rather stay with c++ then
and im sorry for putting you guys through my tantrums lol
I think it would be cool to do C++ backend and C# for UI schtuff
c++ will only teach you brain damage, coming from c# 
yeah
but some of it is cool
what would be interesting is to have a 1:1 impl of x
one in c++ and one in c# and then profile/compare
and see if .net is such a bad thing or not like every rust/c/c++ian claims ๐
I don't find 1:1 language perf comparisons that interesting
i dont mean compare the language, but compare an actual project implementation, an engine/game
My brain has been permanently damaged since reading https://eel.is/c++draft/over.match
Rider
I heard C# can do Linux but only a subset
wut
you cant do WinForms/WPF as is
but there are other options, Avalonia/Eto
if you want your classic UI program thing
WinForms is tied to winapi, WPF is tied to dx9
Can I do the rendering backend in C++ and the UI in C# with Avalonia?
yes
It looks really nice
for your backend you usually just need some sort of native window handle in order to init your renderer
Yeah, so no more GLFW ๐ฆ
BitCrusader and BayBoyKiller are also c# peeps with attempts of interopping
Furball and PoltixiTheDerg too iirc

@thick goblet remember that C# has NativeAOT as well so you get final single exe
Usually I write what I can in C# and expose what I need in c layers
StbImage, ktx with basisu, miniaudio
Yesterday I did cimgui and cimguinodes bindings
I know you tried vulkan, you can try webgpu (wgpu) https://github.com/Trivaxy/WGPU.NET which are saner modern gpu library
i have not really tried vulkan, beyond running a hello tringle app ๐
but i heard of wgpu having a sane api, at the same time it also feels like opengles 4 with azdo sprinkles somehow (i have not actually looked at wgpu at all)
im dinglefarting around a little again
_swapchain = _device->CreateSwapchain(swapchainDescriptor);
auto backBuffer = _swapchain->GetBuffer(0);
backBuffer->SetDebugName("Texture-Swapchain-BackBuffer");
_defaultRenderTargetView = _device->CreateRenderTargetView(backBuffer, nullptr);
the backbuffer is the evil kid
i do understand semily what happens here
all this code is in a function somewhere, backbuffer is just a local variable, which will be destroyed at the end of the function
that means Resource's aka Texture2D's dtor is called and glDeleteTextures is invoked
so far so good
