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"Poll results"

9 Comments -

1 – 9 of 9
Blogger Nick Johnson said...

So that's... 194%?

May 11, 2010 at 6:16 AM

Blogger Ash said...

Seems somebody skipped his math classes.

May 11, 2010 at 7:08 AM

Blogger DEADC0DE said...

Warning: this blog's articles may require a brain. Either turn yours on or go troll somewhere else. Offending comments will be deleted.

May 11, 2010 at 9:31 AM

Blogger Nick Johnson said...

I'm actually quite serious. I can understand that some of the categories could overlap, but others are clearly mutually exclusive, and without any sort of background, or even the original poll to go by, the figures seem pretty useless.

May 11, 2010 at 10:08 AM

Blogger DEADC0DE said...

'Overlapping' and 'Mutually exclusive' are not opposites.

Anyway the poll was made to understand how many people do have live-editing (i.e. do not fall in the "none" category) and among those, which means of live-editing were the most popular.

As expected, file swapping (41%) is very popular as it's the easiest.

Most people also have external tools, not integrated with the game or integrated by sending updates to a live game (29%+21%)

No one care about live-coding (9%)

May 11, 2010 at 11:25 AM

Anonymous pedro said...

To argue a bit with the blog theme... In the results of the poll I see a prevailing statement that c++ = pain, but if C# (Mono) is supported on all current console architectures, why isn't it used throughout? Guess the language and its runtime implications are not good enough.. I'm just saying :)

May 12, 2010 at 12:41 PM

Blogger DEADC0DE said...

C++ is a huge pile of crap, but that's not what I meant in the post. C++ = pain means that with that given solution, the C++ coding part is not taken care of, it's caring only about data iteration and not code iteration.

Mono has still quite a lot of licensing and implementation limits, but how do you know that it isn't used? Surely going from a langauge to another is not something that happens fast, there is still some Fortran and Cobol code around today, but I know quite a few projects and companies that use C# in game, and shipped titles with that.

May 12, 2010 at 1:54 PM

Blogger rotoglup said...

It sounds very interesting !! Could you share more information/links about the code hot-swapping principles, techniques and gotchas ? Do you use something comparable to IAT hooks, or bridge DLLs ? Cheers, Nicolas.

May 16, 2010 at 12:27 PM

Blogger DEADC0DE said...

rotogulp: in theory, code-swapping is not complicated, you can easily reload DLLs or whatever your system supports.

In practice it's an issue of design, and it can't really be implemented late. The problems are dependencies, a module to be hot-swappable has to have well defined interfaces and no other static or runtime dependencies.

You have to keep track of the module state, and have a functionality to serialize and deserialize it (so you can serialize/unload/load/deserialize) and it's best not to share objects across modules (painful if they are not POD types, especially if you have a vtable, that will change after a reload).

In practice there are quite a few gotchas, but the best thing is to design your engine with that goal in mind from the very beginning, and then every problem you'll encounter will be something that with a bit of refactoring can be solved.

May 17, 2010 at 10:20 AM

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