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It's important to consider that C++ code, is not the same as C# to C++ code. The Facebook guys originally converted PHP to C++ code for speed, just like il2cpp, but eventually they wrote a JIT because it was faster AND they could keep the dynamic features like code generation and dynamic loading. C# is ment to be a safe language, unlike C++ which has, among other things, the notion of undefined behaviour and manual memory management. This is what makes C# initially slower than C++. You might be able to compensate with a JIT, but safety still costs. Not to mention, the Unity guys will still probably have to implement their own GC and spend years on optimisations. Also, several games are using dynamic loading for things like plugins and mods, as far as I know, il2cpp will force them to change how this is implemented. From my standpoint. The cheapest option, and best option for everyone really, is to continue using (an up-to-date) Mono and instead allow for writing games in C++ as well. |
Yes. It seems logical that there have been some licensing negotiations that we're not aware of, and maybe all this is part of ongoing negotiations too.
What's puzzling is that they're keeping il2cpp closed. Opening it would make sense and would show they mean serious business but keeping it closed makes me wonder if their risk will pay off or if it's just a bluff.