Original Post
This recent thread inspired me to think about porting my engine from C++ to C#. I already posted my question in said thread (see page 7) but was adviced to open a new thread. For those that don't want to read the other thread I'll summarize my question: Since the native/unmanaged transition incurs some overhead, would you implement your renderer in C# (with overhead calling OpenGL and other native libs like PhysX) or keep those parts in C++ and implement the rest of the engine in C# (moving the transitions from low-level API <-> subsystems to engine <-> subystem)? Careful design would reduce transitions on both sides but what would be the better approach performance wise (not speaking of implementation efficiency)? Thanks in advance. Thomas PS.: Please DO NOT start another general C++ vs. C# discussion!