Original Post
I''m looking at using the recently released ODE 0.5 in a game being written in C#, however the provided .NET wrapper in the contrib/ dir don''t look like they''ve been updated to 0.5 so I''m going to write my own.
Does anyone know whether there is any performance difference between writing managed C++ wrapper classes and compiling all of ODE into a managed assembly or just using the DllImport attribute in C# to call the functions in an unmanaged ODE dll? I''m currently leaning towards using DllImport since it would make things a bit more portable (as far as I know mono can''t handle mixed assemblies), but if the speed difference is enough then I''ll go with the C++ wrapper classes.