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 -- http://www.fastmail.fm - A fast, anti-spam email service. _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com