Adventures in C++ Hotloading: Changing Data Structures at Runtime

I’ve been working on a miniature game engine (lovingly called Mingine) as a little side-project lately.  It’s very barebones right now – pretty much just a platform layer based on SDL with a sprinkle of WinAPI, a mostly-functional graphics API abstraction layer (with an OpenGL backend), some image loading code, input handling…

I hate myself for this caption
The glClear is always greener somewhere else!

Oh, and it supports C++ hot-reloading, which is actually the whole reason I started Mingine in the first place.  In this article, I’ll be talking a little bit about the early state of that architecture, as well as some of my takeaways from it.  This will be a little longer than usual, so buckle up! Continue reading “Adventures in C++ Hotloading: Changing Data Structures at Runtime”

Reflection in standard C++

I’ve been playing with C++ a lot lately, trying to see what ways I can manipulate templates and macros.  I’m aware that it isn’t a wholly original concept, but today I decided it would be a good idea to try implementing a nice reflection interface for C++.  Right now it only supports members and parent/child relationships.  The next step is to implement method metadata, and eventually I’d like the system to be extensible such that you can attach arbitrary metadata to classes and their members. Continue reading “Reflection in standard C++”