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> For what it’s worth game devs often use C# or C++ engines which have even worse issues. Such as? You can't be referring to hot reload alone because you can a
by Rohansi 3mo ago
> For what it’s worth game devs often use C# or C++ engines which have even worse issues.
Such as? You can't be referring to hot reload alone because you can already do that in both C++ and C#.
- vlovich123 3mo agoWell for c++ memory safety and sharp abstractions and even worse compile times than Rust. I’m not aware of hot reload really being done in c++ at any scale but I’m not a game dev so I’m open to learning. C# AFAIK holds a minor place in gamedev and also has slow compile times maybe? I assume it has better support for hot reload times. But generally the performance profile isn’t there for the most demanding games even if the DX is.
- Rohansi 3mo agoIt's not specific to game dev but Visual Studio has hot reload for C++ that you should be able to make use of. C# compile times are fast. Performance is a lot better than you probably think, especially with modern .NET (not what Unity uses).
- vlovich123 3mo agoVisual Studio limitations around hot reload are quite unrealistic for any serious codebase and only work on Windows with Visual Studio when you started it under a debugger. Rust’s hot reload is cross platform if I recall correctly and is always available until you disable it from the build (eg debug on, release off). It also has a better story for working around the limitations that Visual Studio just throws up on. C++ hot reload is not a common experience in the ecosystem.
- Rohansi 3mo ago> only work on Windows with Visual Studio Really shouldn't be a dealbreaker when 95% of your users will be using Windows (to play games), so your most tested platform should be Windows. > when you started it under a debugger Hot reload isn't a replacement for scripting IMO. It will never be as good. Even hot reload in Rust would have more limitations than an actual scripting language.
- vlovich123 3mo agoSure, that doesn't take away from the experience of Rust being better than C++ even if you probably still want a scripting language too. In total Microsoft only holds ~12% of the total video game market share across PC and console in terms of owning the platform (i.e. Xbox + Windows). I think you're overestimating how many game developers get to use reverse debugging for gaming. In practice given the limitations for Visual Studio's implementation, I highly suspect that number is very rarely used anyway.
- pjmlp 3mo agoIt is a share big enough that Valve cannot have games for the SteamDeck without Proton.
- pjmlp 3mo agoYes, it is, most game studios use Live++, a commercial product which whole goal is to enable live reload in game engines. Likewise CERN's ROOT is quite famous, nowadays superseded by CINT, and integrated in Jupiter netbooks via Xeus.