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Runtime Compiled C++

Runtime Compiled C++

evolutional
evolutional.co.uk · · 1 min read
7,034 12
I came across the Runtime-Compiled C++ project the other day and I'm intrigued. I've always been fascinated by scripting, virtual machines, reflection and other dynamic runtime stuff that adds flexibility into development. The Unreal 4 engine also has this with the "Hot Reload" feature, so I can see it really becoming more popular.

I'm interested in what effect this new sort of dynamically compiled C++ will have on scripting in particular.

One of the use cases for scripting has always been because you can change the script and modify behaviours quickly without having to stop and recompile your own game. Runtime-compiled C++ will blow that out of the water, especially when you see that it also has crash protection built in (eg: a crash won't kill your game).

Naturally, scripting will still have a valid place in development - script languages are often simpler for non-developers to use and often present functionality at a higher level than how you'd code C++ or any other low level language. But it does make me wonder whether this runtime compiled stuff will move some people away from scripts.

I'm going to grab the runtime-compiled code and have a play around with it.

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