Re: Sweng-Gamedev Digest, Vol 54, Issue 1

Jon Frisby <[email protected]>
Newsgroups gmane.games.devel.sweng
Message-ID <[email protected]>
Some examples here:

1) Unity3D builds serialization/deserialization of scene objects in at  
a very deep level and can in many circumstances reload your game code  
(which is all C#/UnityScript/Boo-based) on the fly by recompiling when  
a file has changed, serializing the running scene to a temp file,  
loading the new code, and then deserializing the scene.  Generally  
this happens quite quickly and causes only a minor hiccup, although  
the automatic compilation process can get pretty slow if you have a  
lot of game code -- one game of mine takes a good 10-15 seconds to  
recompile, and several seconds to reload during a running game.

2) REPL ("Read, Eval, Print, Loop") tools are commonplace in a lot of  
script languages, and many frameworks will extend such tools to  
include code reloading where the language supports it.  (Ruby has  
"irb", Mono has CSharpRepl -- "csharp" for the CLI version, "gsharp"  
for the GUI version, and I even managed to wedge a version of the  
former into Unity's IDE.

-JF

On May 2, 2010, at 8:49 PM, Shaun Stamper wrote:

>
> Edward Corlew wrote:
>>
>> I think with some languages you can even adjust some parameters  
>> while the game is running and see the effect in game.  I'm not sure  
>> if this is true.  Can someone comment on that?
> Yes, a fair few scripting languages allow for editing parameters on  
> the fly. A lot will also allow the script code to also be edited and  
> reloaded while the game is running, or even just have arbitrary code  
> executed from a Quake style console.
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