Ran Online C#

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Decennium
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Hello,

Last year, I was having fun with Ran Online Development, and I tried converting the game into C#, which allows me to cross-platform the game, which means that I could make the game work on both mobile and desktop.

Here's what I found and learned along the process.
Ran Online:
left-handed coordinates
Messy codes
Performance issues.

As a developer, I always optimize my applications and make them run faster. While converting the codes, I found out that the Ran Online source code was not well coded and decided that I would no longer continue the project as it might waste my time.

Here's what I finished on my project:
Effects (This includes all the effects such Single). The Particle system was a mess.
Frame
Mesh
Animations
Pretty much everything in the Effect and Meshs folders.
Land - 50% land, coordinate issues because I am using a right-handed coordinate engine.


Conclusion:
Do not use C#. The garbage collector sucks.
Stick with Right-handed coordinate.
 

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Last edited:
Hello,

Last year, I was having fun with Ran Online Development, and I tried converting the game into C#, which allows me to cross-platform the game, which means that I could make the game work on both mobile and desktop.

Here's what I found and learned along the process.
Ran Online:
left-handed coordinates
Messy codes
Performance issues.

As a developer, I always optimize my applications and make them run faster. While converting the codes, I found out that the Ran Online source code was not well coded and decided that I would no longer continue the project as it might waste my time.

Here's what I finished on my project:
Effects (This includes all the effects such Single). The Particle system was a mess.
Frame
Mesh
Animations
Pretty much everything in the Effect and Meshs folders.
Land - 50% land, coordinate issues because I am using a right-handed coordinate engine.


Conclusion:
Do not use C#. The garbage collector sucks.
Stick with Right-handed coordinate.
Since you are very capable of converting and rewriting the code base from C++ to C#, why not just redo everything in Unity?
I don't see the point of your effort for conversion while it still uses the old Engine. It does not make sense to me at least.

In most cases, this is why we see more "old games" being ported into newer/modern game engines instead or rewriting/converting the original code base of the game.
Since its easier to manage, update & overall good for cross platform.
 
Last edited:
Since you are very capable of converting and rewriting the code base from C++ to C#, why not just redo everything in Unity?
I don't see the point of your effort for conversion while it still uses the old Engine. It does not make sense to me at least.

In most cases, this is why we see more "old games" being ported into newer/modern game engines instead or rewriting/converting the original code base of the game.
Since its easier to manage, update & overall good for cross platform.
exactly , then call it RAN2 Online , hhhhhh jk
 
Since you are very capable of converting and rewriting the code base from C++ to C#, why not just redo everything in Unity?
I don't see the point of your effort for conversion while it still uses the old Engine. It does not make sense to me at least.

In most cases, this is why we see more "old games" being ported into newer/modern game engines instead or rewriting/converting the original code base of the game.
Since its easier to manage, update & overall good for cross platform.
Redoing actually takes much more time than just re-writing the code. And I want it to be more like 100% Ran that is playable on mobile. Yes, exactly the same. It might be weird, but that's what I want. Unlike those sh*tty Unity poorly coded Ran-like. But still, it was fun doing this project. I never heard about having a floating point error before. I learned a lot from this project.

The game might be poorly coded, but it works. You can learn a lot about how a game exactly works, titles, particle systems, and other stuff. It's like creating your own game engine.
 
Redoing actually takes much more time than just re-writing the code. And I want it to be more like 100% Ran that is playable on mobile. Yes, exactly the same. It might be weird, but that's what I want. Unlike those sh*tty Unity poorly coded Ran-like. But still, it was fun doing this project. I never heard about having a floating point error before. I learned a lot from this project.

The game might be poorly coded, but it works. You can learn a lot about how a game exactly works, titles, particle systems, and other stuff. It's like creating your own game engine.
100%.
 
Hello,

Last year, I was having fun with Ran Online Development, and I tried converting the game into C#, which allows me to cross-platform the game, which means that I could make the game work on both mobile and desktop.

Here's what I found and learned along the process.
Ran Online:
left-handed coordinates
Messy codes
Performance issues.

As a developer, I always optimize my applications and make them run faster. While converting the codes, I found out that the Ran Online source code was not well coded and decided that I would no longer continue the project as it might waste my time.

Here's what I finished on my project:
Effects (This includes all the effects such Single). The Particle system was a mess.
Frame
Mesh
Animations
Pretty much everything in the Effect and Meshs folders.
Land - 50% land, coordinate issues because I am using a right-handed coordinate engine.


Conclusion:
Do not use C#. The garbage collector sucks.
Stick with Right-handed coordinate.
good day sir,
will that partial code will be release here?

i know it far from being complete
but i love to see how it was done
specially at engine part
 
I am also taking the route you are taking but on Rust, however, I can't deprecate the DirectX **** RHI without breaking the leading to the problem in coordinates like you. HAHAHA
 
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