This is cool to hear. I've never done anything like this, but it almost sounds like REPL-driven development is a possibility in C?
This is cool to hear. I've never done anything like this, but it almost sounds like REPL-driven development is a possibility in C?
on every run of the game loop(usually every frame), reload a dynamically linked module (dll for windows, .so for linux), which contains the actual code you want to run every frame. The function you then invoke from the module must be passed the entire block of memory allocated for the game state. You then just recompile the dll/so module when you make a change, and the game would execute the new code on the next frame. Adding new data structures is OK as long as you don't mangle an existing data structure...but because a game can expect to work with a constant block of pre-allocated memory, this actually works fine most of the time...
http://stackoverflow.com/questions/384121/creating-a-module-...
Through out his complete series haven't seen any unittests for example.
So I my book. No unittests => crappy code.
His use of vtables is completely unrelated to the feature.