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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