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

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