Re:D Programming Language
by debugnik on Thursday February 12, 2026 @05:57PM
(#46996476)
C# wouldn't be a problem for Unity if they hadn't mapped most engine abstractions to class hierarchies with reflection-based dispatch instead of value-type handles and the seldom interface, and had dropped the Boehm GC. .NET has actually got a lot of features to avoid allocations on the hot paths.
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The problem is called Mono, and Unity's refusal to pay for an update.
Re:D Programming Language
by thezipcreator on Friday February 13, 2026 @05:17AM
(#47001085)
instead they made (or funded? not exactly sure) il2cpp which is a batshit compiler that compiles IL to C++ for better performance, I guess.
sidenote, I wonder how many other low-level to high-level compilers exist out there. can't be many.
AFAIK, the original reason to build IL2CPP was to appease console certification and leave behind Mono's quirky AOT on iOS. Capcom is also using their own C# implementation targeting C++ for console certification.
Allegedly some games are now managing to ship on console with ports of .NET NativeAOT.
I agree Mono is bad compared to upstream .NET, but I used to write game prototypes with it back before .NET Core without as many performance issues as I still find in Unity. It was doable with a different mindset.