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documentation:engineworkbench [2013/08/29 10:12] mhgameworkdocumentation:engineworkbench [2024/08/26 13:25] (current) – external edit 127.0.0.1
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 HOTLOADING The main thing that is required for hotloading is, a way to identified instances after the hotload and link them to instances before the hotload! If we know this, we can start mapping old data to the new structure!. HOTLOADING The main thing that is required for hotloading is, a way to identified instances after the hotload and link them to instances before the hotload! If we know this, we can start mapping old data to the new structure!.
  
 +
 +  * Let wizards engine compile, disable edit and continue in vs, this could potentially allow continuous debugging!!!
 +
 +* Disable simulation when engine is not active window (with optional button)
 +* Maybe automatically restart debug
 +
 +Maybe even add global hotkeys to the engine for when it is not active? 
 +Fix nunit slorping up errors
 +When throwing exceptions in getters, the exception is displayed using the IErrorLogger. 
 +URGENT NUnitTestRunner add use of the ExceptionLogger!!!! (DI move to core)
 +Bug: Fixed WorldMatrix = matrix.identity missing from physical
 +
 + * Let hotloading work on fields instead of properties? Or should these properties remain forced public as to force the coder to see these as possible access paths?
 + * Create a 'kill-thread' which monitors the thread that runs gameplay simulation (maybe even the rendering thread), and aborts it when it fails to send regular heartbeats.
 + * Fix resharper settings. + syncing of templates
  
documentation/engineworkbench.1377771121.txt.gz · Last modified: 2024/08/26 13:57 (external edit)

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