5 ms·
Regardless of what gamedev SDKs with billions of dollars behind them do or do not do, initial compile time is simply not a major bottleneck for developer produc
by Jweb_Guru 5y ago
Regardless of what gamedev SDKs with billions of dollars behind them do or do not do, initial compile time is simply not a major bottleneck for developer productivity for Veloren. What is a bottleneck is how long it takes from making a change to seeing it in-game after the initial compile. On that front, C++ and Rust are on pretty similar footing (at least when incremental compilation is working :P) and it mostly comes down to how much the project is prioritizing compile times.
- pjmlp 5y agoNo they are not, given that Visual Studio and Unreal both have C++ hot reload since ages, and there are other third party solutions like Live++.
- Jweb_Guru 5y agoC++ hot reload does not improve compile times beyond what you can do yourself via dynamic linking (and can't help at all within compilation units, or avoid recompiling dependencies when ABI-level stuff breaks--choosing to have relatively small and large numbers of compilation units, or discourage ABI-breaking changes, is absolutely a project-level choice). For stuff that's time sensitive to compile, Veloren already uses dynamic linking with automatic hot reloading with the correct configuration options. I agree it's not as convenient as having tooling to do it for you, but, again, there is a lot more money in that stuff than there is in Rust game development right now.
- pjmlp 5y agoFair enough and as I mentioned, "nothing prevents Rust to have similar options", so I don't want to make this a kind of C++ vs Rust kind of thing. All the best for the project.