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

"David Black" <[email protected]>
Newsgroups gmane.games.devel.sweng
Message-ID <[email protected]>
>>>
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.
<<<

Just how much game code are you talking about? I find I can recompile
200k lines of C# (with the MS compiler...) in less than 5 seconds.

Although that is engine code, my general philosophy is that script code
is just code which has not had enough effort spent on design so that it
can be built as a collection of reusable components...

David

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