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C++ Core Engine with C# Entity Component System

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As the title suggests, I'm wondering what the performance implications would be about doing this.

Some context first, to explain why I would even want to do this. I have a pretty simple game engine project that I've recently brought back out of moth balls. It's not much yet. All I've built with it is a recreation of space invaders, which I did mainly so I could create the basic, reusable components (TransformComponent, SpriteComponent, RenderingSystem, etc), and then merge them into the core engine dll.

The whole thing is in C++ at the moment, and to …


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