I realise that there are no doubt a number of custom C++ engines out there with embedded scripting languages but push for multi-platform mobile games has caused an huge shift towards Unity.
Maybe I'm moving in the wrong circled here — but anecdotally all the people I know making iOS & Android games are developing in Unity.
And I don't doubt that alot of devs use Unity, it's most likely the most popular game engine. But it's still a C++ project, despite the languages used to script game events...
When the engine underneath is done in C# as well I will take that argument. So far, it would be the same that saying that most console games are done in UnrealScript.
I know many iOS game developers and none of them use Objective-C any more.
(in fact I only ever knew one)
How does it compare to Cry Engine, Unreal Engine, Frostbite, ...?
Because these are the state of the art gaming engines these days.
It was C# from the ground up. Scripting was provided via other .Net languages (Python in the case of the UI team).
[1] http://en.wikipedia.org/wiki/Command_%26_Conquer_(2013_video...
Well, for shitty games maybe it is true, shovelware aplenty on iOS anyway.
But for the part of the market that actually has a profit (not just revenue) C# is not that dominant.
In terms of profit, the most profitable games probably still rely on C++.
Also most engines (including Unity) are made in C or C++, they sorta abstract the memory management for the game author, but they still do a lot of manual fiddling themselves, XNA for example (that allow you to write C# games directly to the hardware without a C++ engine) is notorious for bigger games having memory issues.
Also 2D "retina" games use so much absurd amounts of memory, that they are almost impossible to do purely in high-level languages, you need some C or C++ somewhere to handle them, at least texture loading, otherwise you end with loading times so big that people want to suicide.
Loading times have been an issue since game consoles moved away from cartridges.
Which game's engine was in C#? Project MyWorld?
I have worked for a company who wrote a state-of-the-art 3D PC gaming engine in C#.
Being garbage collected doesn't remove the ability to manage memory. It just removes the need to call Malloc directly.