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AppGameKit Classic Chat / Announcing AppGameKit for C#

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puzzler2018
User Banned
Posted: 18th May 2018 14:23
Wow and excellent

I live and breed C# at work

https://www.thegamecreators.com/post/announcing-appgamekit-for-c

Wonderful news

BHoltzman
21
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Joined: 29th Aug 2002
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Posted: 18th May 2018 16:20
Wow! I love this project. Most of my experience is as a C# developer. I went to the project site and noticed a donate button. Clicking it doesn't do anything in Chrome. I would love to show some support for this project. Just not sure how to yet.
MadBit
VIP Member
Gold Codemaster
14
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Joined: 25th Jun 2009
Location: Germany
Posted: 18th May 2018 16:44
BHoltzman wrote: " I went to the project site and noticed a donate button. Clicking it doesn't do anything in Chrome. I would love to show some support for this project. Just not sure how to yet.
"


Sorry, it's corrected now.
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kaband
20
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Location: Chicago
Posted: 18th May 2018 18:16
Very Cool!
fubarpk
Retired Moderator
19
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Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 18th May 2018 21:02
Definitely good to see C# integration

There was a time when i loved C++ and I have tried to move over to Tier2 but had major problems
setting it up. I ended up getting it to work but had to keep changing the template code with my code
to get any results. Didnt even try to wrap and bundle with the many apps needed to get things to
work on Android. So for the time being thats in my to do list, of things to do, and squeeze every frame
rate i possibly can out of my code. I did have similar problems with GDK in the past but managed to
get that working and made a list of what i needed to do, to get GDK to work on my machine. I have
an old project ide like to make some mods to and recompile using GDK engine but for now AppGameKit Tier1
is my programmers choice but C# integration and some development here might just see me moving
to Tier2 programming again as it produces cleaner faster more efficient code
fubar
GarBenjamin
AGK Developer
7
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Joined: 30th Nov 2016
Location: USA
Posted: 18th May 2018 21:20
Very cool! Have done a huge amount of C# including at my job. Although I am happy with AppGameKit BASIC and C/C++ availability which seemed very straightforward when I tried it... I think I will have to check this out for sure.
TI/994a (BASIC) -> C64 (BASIC/PASCAL/ASM/Others) -> Amiga (AMOS/BLITZ/ASM/C/Gamesmith) -> DOS (C/C++/Allegro) -> Windows (C++/C#/Monkey X/GL Basic/Unity/Others)
IronManhood
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Location: US
Posted: 20th May 2018 07:45
Interesting..
basicFanatic
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Posted: 20th May 2018 09:24
So this is BASIC running inside some version of C? Interesting. But is there some sort of advantage of doing this?
MadBit
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Posted: 20th May 2018 11:12 Edited at: 20th May 2018 11:13
@GarBenjamin, fubarpk
I'd be happy if you tried that.


basicFanatic wrote: "So this is BASIC running inside some version of C? "


No. The C/C++ AppGameKit libraries were compiled into a DLL and then created for the C# language bindings.

Wikipedia about C#.

basicFanatic wrote: "But is there some sort of advantage of doing this?"


Some. Object Oriented language see Wiki article. WinForms can be used.

If you don't want to develop in the C-like language, you can also use Visual Basic.
Share your knowledge. It\'s a way to achieve immortality. (Tenzin Gyatso)
Markus
Valued Member
19
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Joined: 10th Apr 2004
Location: Germany
Posted: 22nd May 2018 12:26
its then a adk dll now we can use?
i like to have a game project with just one link to a agk dll. (similar in vb6 where you just set a checkbox at a dll or ocx)

AGK (Steam) V2017.12.12 : Windows 10 Pro 64 Bit : NVIDIA (390.65) GeForce GTX 1050 Ti : Mac mini OS High Sierra (10.13)
MikeHart
AGK Bronze Backer
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Posted: 22nd May 2018 15:22
No Markus. The creator of this C# version managed to get an agreement with TGC to be able to redistribute AppGameKit 2017.12.12 in form of a wrapped DLL for his toolset. Similar to the Python toolset.
Why would you like to have a DLL, which btw. is Windows only?
Cerberus X -> AppGameKit Tier 2. Code in a BASIC like language with OOP abilities and use the AppGameKit API. Best of both worlds.
Phaelax
DBPro Master
20
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Location: Metropia
Posted: 22nd May 2018 15:42
I might finally move to Tier2 now. I'm not overly knowledgeable with C# but I learned enough to port a java library to it.
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MadBit
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Posted: 23rd May 2018 05:05
Quote: "I might finally move to Tier2 now. I'm not overly knowledgeable with C# but I learned enough to port a java library to it."


I also started dealing with C# two months ago. Since I have some good knowledge in C/C++, it was not necessary. But I have learned that C# makes some things a lot easier. Now I like it.
Share your knowledge. It\'s a way to achieve immortality. (Tenzin Gyatso)
Markus
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Posted: 23rd May 2018 12:16 Edited at: 23rd May 2018 12:17
@MikeHart
because thousands of files and ugly up and down folder references is just one dll more convenient. also because version management or backup.
yes, how to make a android app from this project is a other problem
i think if the compiler still make bytecode , it can be used at any interpretercore.
AGK (Steam) V2017.12.12 : Windows 10 Pro 64 Bit : NVIDIA (390.65) GeForce GTX 1050 Ti : Mac mini OS High Sierra (10.13)
MikeHart
AGK Bronze Backer
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Posted: 23rd May 2018 13:36
Thousands of files? Sure
Cerberus X -> AppGameKit Tier 2. Code in a BASIC like language with OOP abilities and use the AppGameKit API. Best of both worlds.
MadBit
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Posted: 23rd May 2018 15:56
Currently there are 2 DLLs AGKWrapper.dll - all functions of AppGameKit are wrapped into this DLL. This cannot be used by C# because it is not a managed dll. Therefore I had to create a second one (AgkSharp.dll) which is managed and accesses AGKWrapper. I had to take the detour because the runtime libraries in the AppGameKit libraries were compiled with /MT and not with /MD.
However, managed DLLs require /MD.

I hope the information helps a little.
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BHoltzman
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Posted: 28th May 2018 06:40
Will .net core help the C# wrapper support multiple platforms?
MadBit
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Posted: 28th May 2018 13:17
For multiplatform there is still a small problem.
The initialization under Linux and MacOS is slightly different from Windows. While Windows needs a window handle as a parameter, Linux and MacOS want a handle to GLFW.
GLFW automatically creates a window. Therefore it will be more difficult to offer a kind of WinForms template for these systems. (I need to test some ideas before I can say it )
Apart from that, nothing stands in the way of other systems. Mono is, as far as I know, compatible up to .net 3.5.

I hope that answers your question.
Share your knowledge. It\'s a way to achieve immortality. (Tenzin Gyatso)

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