Basically all C++ libraries define a FORCEINLINE macro and sprinkle it everywhere, across all compilers. I wonder how much that is really verified to be helpful.
I'm generally the same way. If your debug build is 30fps it's likely your release will hit 60. Great way of hitting your target performance marks.
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Yeh, and for me, I often have to dig in god knows what system when debugging, having to stop the game, deoptimize some function, then re-run, and repeat is a horrific workflow.
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This is one of the benefits of using runtime compilation - I can recompile one file as debug without stopping the game, and go from there. It also makes building debug UI on the fly easy.
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