Re: Sweng-Gamedev Digest, Vol 54, Issue 1
Jon Frisby <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
On May 3, 2010, at 8:29 AM, David Black wrote: >>>> > 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. About 15,000 lines of code, but this is being compiled with a customized Mono build, while the game is running (and generally chewing up more than a full core), on a Mac laptop with a fairly slow disk (5400 RPM). -JF _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com