Re: Sweng-Gamedev Digest, Vol 54, Issue 1
"Nicholas \"Indy\" Ray" <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
On Wed, May 12, 2010 at 10:17 AM, Don Williamson <[email protected]>wrote: > I did the first one for the Conviction engine, within Unreal and in C++. We > built the engine from scratch and hence had very fast compile times > (completely isolated from the Unreal codebase, custom windows header, DLL > with minimum dependencies, etc). At one point you could load a level within > UnrealEd while iterating on some C++ code, hit build and link - this would > complete within 2-3 seconds - and then see your changes reloaded within > another couple of seconds. If you wanted you could sit editing code for > hours (changing data structures, adding/removing functions, etc) without > bringing the game/editor down, maintaining the ability to step-debug it. It > was stupidly powerful but not fully developed... though certainly proved > that "hot-loading" C++ code changes is more than possible and really should > be the standard these days. > It's not clear what you mean by " completely isolated from the Unreal codebase" since you also mention that this uses Unreal. Other then that, this sounds very exciting. How did you allow hotloading of c++ code? esp in regards to updating structures/classes. Indy _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com