lost
I don't think that's true and I wasn't here to argue.
You can't have it both ways.
You can't make unsubstantiated statements like this:
lost
as for this relationship to Hot-Reload .. well, I'm not sure why you would implement this unless you expected your game engine to be very volatile and poorly implemented
And then conveniently backpedal from it, and then turn the whole thing into a "preference".
Because "Iteration time" is NOT a preference. "Iteration Time" is a measurable quantity.
For a small-medium sized game - code hot-reloading reduces iteration time to 100ms-2s (depending on the compiler used and the amount of code).
Versus 5-15secs (or an order of magnitude more easily) - OpenGL initalization/context creation = couple hundred ms, loading assets, compiling shaders, if you use OpenAL extra 200-300ms, loading levels, restoring the game to a state where the change can be observed. It all adds up quite fast.
Saying "well, i can take a walk in the park", does not reduce iteration time and is not a valid argument.
Considering how easy it is to add HMH style code swapping and the amount of flexibility it adds, the alternatives of scripting languages (or) all sort of tweak-able value-gizmos (or) some elaborate data-driven systems, are simply not proper substitutes by themselves - and all have significant costs and limitations.
Plus, code hot-swapping in combination with even a simple IMGUI system allows you to write and add editing gizmos and editor parts while the game is running.
Moreover it is perfectly fine if the code hotswapping works only on the dev-machine.
Just to nail the point home - pretty much all "modern" engines have some form of Code/Asset Hot Reload (incl. Unity, Unreal, etc)
Well, guess what, game-developers prefer to have iteration times as short as possible - ideally changes reflected instantly.
lost
My assertion was simply that spending 200 videos writing a 2D engine and then throwing it away indicates your project lacked a cohesive plan from the start. Also, I kind of wish I followed Brian Fargo's advice before I started down the path of writing my own engine. That way I'd have spent more time developing a game and not an engine.
This is clearly off-topic. There is a separate thread to debate this.