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#81 | ||
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As for bytecode to machine code translation. That's also done by C++ compilers (but only at compiletime). For Java is usually done at runtime (by a JIT), but it can also be done at compiletime, but of course makes your code less portable. Anyway, it's a non argument. That's the most awesome part. Bytecode runtimes provide a VM that makes it easier to replace code. As long as the data structure hasn't changed it's dead simple to replace the code. But with machine code, there usually is no clear separation of code and data in memory. To Epic managed to create a subsystem that makes this process possible for their engine. Although you probably have to conform completely to their framework for this functionality to work (using external code could probably break the hot replacing). But you are probably only going to use that hot replacing feature for tweaking the code and not major changes. It's already available, for example: Ksplice
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#82 |
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UE3: excessive bloom
UE4: excessive particles and lens flares
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#83 |
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It makes sense, as that's what the native code is written in. Though personally I'd rather see it use D, because D is as close to UnrealScript as it gets from the 'real' programming languages. Complete with garbage collection, dynamic arrays, but compiles natively, without a VM like Java. The syntax is also rather similar to UnrealScript (more C than Java, and no cryptic ">>" and "::" symbols). Plus it has support for templates and other high level tools.
This. Hey, I wouldn't mind excessive particles. True about lens flares, though, it's silly if viewed from a first person perspective. |
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#84 | ||||
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Meanwhile, I was actually referencing UE4
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64 65 61 74 68 62 6f 6f 67 65 72 73 20 6d 6f 74 68 65 72 20 6f 66 20 63 6f 75 72 73 65 ![]() Liandri Archives - A veritable smorgasbord of information about the Unreal series If Titanic taught me anything, it's to never let go until you're a frozen corpse staring hopelessly into a barren horizon. |
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#85 | ||
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But you don't have to take my word on it: http://www.drdobbs.com/blogs/cpp/228701711 Quote:
Anyway, my point being. A lot of compilers first compile the code to an intermediate byte code, from there on they could compile it to machine code or store to execute at runtime. LLVM is a nice example of this, it started out as a VM for it's bytecode. But eventually they continued on to compile the bytecode further to machine code. ps, UnrealScript is never compiled to machine code, has always been interpreted. Well.. oracle bought them. There are a few other smaller projects that aim to have similar functionality.
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#86 |
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Registered User
Join Date: Feb. 8th, 2008
Posts: 199
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Looks much more impressive in motion than the stills.
http://arstechnica.com/gaming/2012/0...rect-lighting/ (didn't check to see if its already been posted, apologies if it has) |
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#87 |
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Last edited by Kantham; 8th Jun 2012 at 06:27 PM. |
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#88 |
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Actually both videos were already posted in this thread.
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#89 |
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I'm pretty sure this isn't what they've done, it's instead the same process as 'edit and continue' in Visual Studio. They still recompile the code (gameplay DLL), but it's not recompiled 'from scratch'. When the new DLL is recompiled, they switch the new one with the old one. This is why there is a delay between pressing the 'compile' button in the editor and seeing the changes, and why there is a brief flicker when the DLL does make the switch.
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#90 |
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somewhat related : Fortnight to be EPIC's PC exclusive game, running on UE4
I want to be happy and excited about it. common Epic, don't disappoint !
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#91 | |
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tricoro
Join Date: Jan. 20th, 2008
Posts: 4,720
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woot!
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UnrealSP.org Staff Member Sky Town Reduxx Xidia Gold Unreal Beta Guide g59 Quote:
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#92 |
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Inb4 Epic announces Fortnite will be free to play.
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#93 | |
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#94 |
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Were you expecting something else?
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#95 |
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PC is the only available platform that can run it...
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