Hidden Gems of Everyday Game Development with C#
summary
C# code shows concrete wins and tradeoffs: IEnumerator coroutines implement cheap, suspendable animations and work as tiny state machines; a Carmack double‑buffer render queue ported to C# and an alternative using ConcurrentQueue both run, with double buffering giving the best steady‑frame performance and concurrent collections reducing locking but hurting throughput in some cases. Engine examples use XNA/Duality, async work runs on C# Task Parallel Library, and practical cautions include LINQ garbage and where not to use it. GitHub repository c4g hosts the demos.
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