tag:blogger.com,1999:blog-6950833531562942289.post1220558691604475767..comments2024-03-25T03:36:48.099-07:00Comments on C0DE517E: Best tech for next-gen gamesDEADC0DEhttp://www.blogger.com/profile/01477408942876127202noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-6950833531562942289.post-86419924549870128242008-05-26T13:14:00.000-07:002008-05-26T13:14:00.000-07:00Edit and continue is really nice, but on C++ proje...Edit and continue is really nice, but on C++ projects it's incredibly slow. It's usually faster to do a full recompile, it's true that you have to restart the application, but still works better. But I didn't know that you could edit-and-continue on the ps3, and I haven't tried it on the 360 as well, I'm talking about my experience with PC, that was so bad that I didn't try it again with the other platforms.DEADC0DEhttps://www.blogger.com/profile/01477408942876127202noreply@blogger.comtag:blogger.com,1999:blog-6950833531562942289.post-41477941341471077532008-05-26T09:17:00.000-07:002008-05-26T09:17:00.000-07:00I think you're correct with the tools. They really...I think you're correct with the tools. They really are very important, much more so than anything else in there since the project will live or die by the quality of them. Unfortunately it's a little bit like televised poker with games development. You only see the exciting moments, but not the important buildup. HDR rendering, massive physics systems etc. They can all be summed up and highlighted by a small video or screenshot. They look cool. But how do you quickly summarize that you've got a really simple pipe for the artists? Oh, look we can click this and click this ... <BR/><BR/>As for the dynamic code. Edit and continue for the win :) I think it also worked on Microsoft's platform, although as I understood it doubled the code size each time (so you'd better have your codesize down). It works pretty well on the PS3 as well. On the PS3 you can also pretty easily create a system for reloading your SPU elfs during development. It's kind of trivial since it's data as well. Really useful though, more so the more code you have on the SPUs of course.<BR/><BR/>I enjoy your blog, keep up the good work.Anonymousnoreply@blogger.com