Live++

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Live++

Live++

@liveplusplus

Generic hot-reload for C and C++. Supports Windows, Xbox One, Xbox Series X|S, PlayStation®4 and PlayStation®5.

Vienna, Austria Katılım Nisan 2018
1 Takip Edilen1.1K Takipçiler
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Live++
Live++@liveplusplus·
Live++ 2.5.0 OUT NOW for Windows, Xbox Series X|S, and PlayStation®5! liveplusplus.tech This is the only solution that supports simultaneous hot-reload for C++ applications across multiple platforms and processes, both locally and over the network. youtube.com/watch?v=ewbkdx…
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Live++
Live++@liveplusplus·
Live++ 2.11.2 out now! liveplusplus.tech/releases.html This release includes quality-of-life improvements and a fix for a rare edge case when compiling with the MSVC toolchain. #cpp
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Live++@liveplusplus·
@RandomPedroJ @nephewtom To add to what Pedro said: With Live++, your code doesn't have to be structured in any way. You can hot-reload code that was compiled into a single monolithic EXE and Live++ will take care of all globals, statics, etc. involved automatically, which is very different from HH.
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Pedro J. Estébanez — Pedrocorp
@nephewtom @liveplusplus 👉 En el caso de Godot, debido a lo lento que es iterar al tener que pasar por SCons, esto es una ventaja grande. Se suma a la de no tener que reiniciar el juego y llevarlo al estado donde se quieren verificar los cambios.
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Live++ retweetledi
Pedro J. Estébanez — Pedrocorp
I've been using @liveplusplus for professional and side projects for a few weeks now. Iteration speed, and thus the ability to stay in flow is—I'd dare to say—even good for one's health. #Hellrule (through it's fork of #GodotEngine) will benefit a lot from it!
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Live++@liveplusplus·
@amzeratul There are command-line tools you can use, but we understand that might be tedious, depending on how often you switch. Give the trial a go and if you like what you see, reach out to us!
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Rodrigo Monteiro
Rodrigo Monteiro@amzeratul·
@liveplusplus I don't need it on 3 machines at the same time, no - only one at a time. If the activation and deactivation is relatively painless, then I can give that a go!
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Rodrigo Monteiro
Rodrigo Monteiro@amzeratul·
I was really interested in trying out @liveplusplus for work, but then I realised their licencing model is per MACHINE rather than user? I code across 3 different machines :(
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Live++@liveplusplus·
@amzeratul We can make this work and define custom terms, especially if you are a smaller studio.
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Live++@liveplusplus·
@amzeratul We understand your concerns, but you can easily activate & deactivate licenses freely between machines. If you need to work on 3 devices *at the same time*, you can make use of networked hot-reload. And if you work on 3 devices, all with different code, please talk to us.
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Live++
Live++@liveplusplus·
Live++ 2.11.1 out now: A range of bug fixes across all platforms, some of them obscure, some of them long-standing. Thanks to all the people who reported these issues, you help improve Live++ for everybody. #cpp #gamedev
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Olex (Solo gamedev Diablo-like) 🇺🇸🇺🇦
5 days ago I added a tracker that counts how many times I have hot-reloaded my C++ game code. I am already at 500+ hot-reloads. That is at 100+ per day (varies depending on the kind of coding I do). 100 times 15-30 seconds (to compile, link, launch and get into the same state) is half an hour to an hour a day saved, not even accounting for breaking the metal flow, etc.
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Olex (Solo gamedev Diablo-like) 🇺🇸🇺🇦@OlexGameDev

@liveplusplus This thread has inspired me to add ImGui integration for Live++. For years I have watched the system tray icon. But now my main menu bar in ImGui shows me the progress, errors if any, and the number of times I've reloaded. I might even save the total count across sessions!

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bonk
bonk@TheBonkMaykr·
@liveplusplus How are we on native Linux support so far? I do not want to rely on Microsoft anything.
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Alexander Torstling
Alexander Torstling@atorstling·
We were super-happy to have Stefan from Live++ presenting at our engineering day. It's a fantastic tool, and it was a great presentation with lots of nuggets. Did you for instance know that you can hot-reload while the exception/crash intercept dialog is up? Impressive tech!
Live++@liveplusplus

Last week, we were invited by Mojang Stockholm to do a talk about Live++ and its use cases. You can download the presentation here: liveplusplus.tech/downloads/Moja… liveplusplus.tech/downloads/Moja… The talk was well received and some of the feedback already made it into the latest update. #cpp

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Live++@liveplusplus·
@OlexGameDev Good to hear you're also making use of continuous compilation. A real power user!
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Olex (Solo gamedev Diablo-like) 🇺🇸🇺🇦
Having worked on my C++ game for almost 2 years, my language priorities are: 1. compile/link times (maybe try Jai for the next game?) 2. debugging (therefore I hate Linux, unless RADDBG comes there?) 3. hot reloading (at the level of @liveplusplus quality) On hot reloading I've not see any solution out there that even approaches the quality of Live++ for C++ hot reloading. So maybe I am stuck with C++ for a while.
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Live++@liveplusplus·
That's a good use case for Live++ hooks, great job!
Olex (Solo gamedev Diablo-like) 🇺🇸🇺🇦@OlexGameDev

@liveplusplus This thread has inspired me to add ImGui integration for Live++. For years I have watched the system tray icon. But now my main menu bar in ImGui shows me the progress, errors if any, and the number of times I've reloaded. I might even save the total count across sessions!

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Live++
Live++@liveplusplus·
Is your company interested in trying Live++? Want to know what it can do for you? Curious about its features? You can now request a live demo through our website - free of charge! liveplusplus.tech/request_live_d… #cpp
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Live++@liveplusplus·
@sisqobmx @OlexGameDev Even on a beefy 64-core machine, several engines, codebases, tools, etc. take up to 1 minute to even open, e.g. UE5. Linking a single-file change into a monolithic executable can take >30s, because linking by and large is still serial.
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Live++@liveplusplus·
@sisqobmx @OlexGameDev That entirely misses the point of hot-reload. It is a common misconception that hot-reload is 'only' about reducing compile times, while people forget about: - Linking - Restarting the application - Bringing back the previous application state - Staying in the flow
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Live++@liveplusplus·
@OlexGameDev @egor_zelenkov Don't, there's a lot that can be done in the compiler itself, even if it's based on LLVM. E.g. Clang for PS5 is *very fast*, compared to all other platforms and MSVC and Clang on those platforms.
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