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In this tutorial, you will gain hands on experience with some of the aspects of C# that lend themselves particularly well to game development. You will learn how to twist the enumerator pattern to build a co-routine subsystem,and how to isolate and multi-thread expensive operations using the Task Parallel Library, such as separating the rendering subsystem from the update loop, and more granular tasks such as parallel path finding for multiple discreet game entities, etc.
Building a modern game is a complicated undertaking, requiring many different aspects of programming, from algorithm design to higher level architectures to directly driving the hardware. As software developers, we need to use the most efficient languages coupled with strong base frameworks to make the prospect of building a game financially viable.<
Software prerequisites: XNA or Monogame
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Abusing C# for game development
I ended up as a Software Developer, I am pretty sure there was no other viable option. My current technical interests are F#, games, programming languages and philosophy of computing . I really enjoy finding different ways to write code, sometimes for performance, other times for succinctness, sometimes, just because you can, there is no better way to learn than trying. When I am not working I tend to play with Haskell or other languages or cats Conferences and meetups are a great way to learn more, so I try to help when I can to make them happen. For that reason I co-organise Functional Kats and GameCraft. I also speak at local and international conferences like CodeMesh, Progressive.Net, ProgF#, Lambda Days and many more.