I watched www.youtube.com/watch?v=W20t1zCZv8M&t=1339s and now I want that in my games. I implemented the very very beginning of record-and-replay for a simple game I made, here: https://github.com/duchainer/odin-raylib-hot-reload-game-template/tree/commodino--full-game-record-and-replay--based-on-trijam-322--sacrifice

But now I've seen https://www.youtube.com/watch?v=72y2EC5fkcE and that sounds even better. ( Shoutout to @leddoo for linking that awesome video in his latest blog about a time-traveling debugger: https://handmade.network/p/675/blindspot/blog/p/9082-the_first_1.5_years#30579 ) I'm not too sure if I could have the [craddle] of the hot-reload integrate that, or if it would need something even more external or meta-programming-related, but I'll see :)

I'll see how all that can be integrated with my longer term project of a multiplayer Valheim-like, using Raylib and Odin-lang or Jai-lang (depending on how much compile-time stuff I'll need).

I wish you a great day. Happy coding! :D

[craddle]: The small part of the hot-reloading program that is taking care of the hot-reloading, so this main_hot_reload.odin in my latest specific case:

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On monday, I streamed work on Commodino for about 5 hours. I was able to make a commodino_assert that, on fail, replays the last frame update & draw. That is like having a assert that doesn't crash the game, but instead keeps you in that frame state to fix it in-situ : https://www.twitch.tv/videos/2573133461?t=01h12m59s

On Tuesday, I did not have electricity at my home for most of the day, so couldn't work on it...

On Wednesday, I had some family & chores stuff to deal with.

But I did get to meet someone with similar ambitions, and tomorrow (Thursday) I'll work on getting multi-frame commodino_assert, in some sense: https://discord.com/channels/568138951836172421/1417566310010982490/1420223097880969258

Feel free to join me when I start streaming around 10 EST tomorrow morning: https://www.twitch.tv/duchainer

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