compile times are still a thing what a joke
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Replying to @McFunkypants
Not if you're
@Jonathan_Blow and working on your own language. His game compiles in under a second on a laptop, it's crazy in the best way!1 reply 0 retweets 9 likes -
Replying to @PixelProphecy @Jonathan_Blow
a speedy compiler won't help me quickly get right back "near" to the bug reproduce state: what I really dream of as a gamedev coder is a way to transpose a prev memory state w hot code swap; jump into a "pre-warmed" game that is 5 minutes into a mission
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Replying to @PixelProphecy @McFunkypants
Many people do this; you compile to DLLs and hot-swap the DLLs at the top of the game loop when you detect new ones.
1 reply 2 retweets 46 likes -
Handmade Hero had this in it since episode 23: https://www.youtube.com/watch?v=xrUSrVvB21c … The way I did it has the extra bonus that you can actually loop recorded gameplay input while you edit the code live, so if you want to tune an animation or physics effect, you trivially can.
5 replies 3 retweets 104 likes -
Replying to @cmuratori @Jonathan_Blow and
I remembered when I first saw that episode some years ago. It was so mindblowing to see how easy it actually is. Since then I'm using it all the time.
1 reply 0 retweets 12 likes
I also later showed how to do it with flexible memory allocators as well so you don't need to use a single block. The extension is straightforward, but some people mistakenly think that somehow you have to have a single block for this to work. Why they think that, I have no idea.
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Replying to @cmuratori @joemanaco and
It certainly is more straightforward to wrap your head around it, if you only have one block of memory. But I haven't seen the "flexible allocator" approach yet, so I don't know how trivial this is in comparison.
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