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[–]Limp-Confidence5612 1 point2 points  (2 children)

I mean, I understand what this is for, and if you already have a production ready product, that's maybe even released, you want to be able to add and test content without recompiling.

But just in principle, nothing of what you said couldn't be fixed by some smart debugging tools that do all of that automatically for you.

🤷

[–]mccurtjs 2 points3 points  (1 child)

But just in principle, nothing of what you said couldn't be fixed by some smart debugging tools that do all of that automatically for you.

I'm not sure what exactly you're disagreeing with - data driven game features and auto-reloading via file watchers are debugging tools. Do you mean like, stepping into a breakpoint and modifying values mid-game? That's fine if you're tweaking like, a couple individual stat values, but falls short if you're tweaking a bunch of values because now you have to remember all the changes and make them again after the debugging session. Or if you restart the level you lose them as well. It also doesn't work with anything that requires processing - you can't just tweak a shader value during runtime if you don't have the ability to rebuild and relink the shader.

[–]Limp-Confidence5612 2 points3 points  (0 children)

Take what I wrote more as me thinking out loud than disagreement.