Live++ 2.5.0 OUT NOW for Windows, Xbox Series X|S, and PlayStation®5!
https://t.co/taEkVn1GPn
This is the only solution that supports simultaneous hot-reload for C++ applications across multiple platforms and processes, both locally and over the network.
https://t.co/mheMSWXbib
Live++ 2.11.2 out now!
https://t.co/CX5fDJKxhj
This release includes quality-of-life improvements and a fix for a rare edge case when compiling with the MSVC toolchain.
#cpp
In the honor of the new year, in the last couple of months I have accumulated 2026 C++ hotreloads, since I began to keep track of it automatically.
Thanks, @liveplusplus!
@RandomPedroJ@nephewtom To add to what Pedro said:
With Live++, your code doesn't have to be structured in any way. You can hot-reload code that was compiled into a single monolithic EXE and Live++ will take care of all globals, statics, etc. involved automatically, which is very different from HH.
I've been using @liveplusplus for professional and side projects for a few weeks now. Iteration speed, and thus the ability to stay in flow is—I'd dare to say—even good for one's health.
#Hellrule (through it's fork of #GodotEngine) will benefit a lot from it!
@amzeratul There are command-line tools you can use, but we understand that might be tedious, depending on how often you switch.
Give the trial a go and if you like what you see, reach out to us!
@amzeratul We understand your concerns, but you can easily activate & deactivate licenses freely between machines.
If you need to work on 3 devices *at the same time*, you can make use of networked hot-reload.
And if you work on 3 devices, all with different code, please talk to us.
Live++ 2.11.1 out now:
A range of bug fixes across all platforms, some of them obscure, some of them long-standing.
Thanks to all the people who reported these issues, you help improve Live++ for everybody.
#cpp#gamedev
5 days ago I added a tracker that counts how many times I have hot-reloaded my C++ game code. I am already at 500+ hot-reloads.
That is at 100+ per day (varies depending on the kind of coding I do). 100 times 15-30 seconds (to compile, link, launch and get into the same state) is half an hour to an hour a day saved, not even accounting for breaking the metal flow, etc.
We were super-happy to have Stefan from Live++ presenting at our engineering day. It's a fantastic tool, and it was a great presentation with lots of nuggets.
Did you for instance know that you can hot-reload while the exception/crash intercept dialog is up? Impressive tech!
@liveplusplus This thread has inspired me to add ImGui integration for Live++. For years I have watched the system tray icon. But now my main menu bar in ImGui shows me the progress, errors if any, and the number of times I've reloaded. I might even save the total count across sessions!
Is your company interested in trying Live++? Want to know what it can do for you? Curious about its features?
You can now request a live demo through our website - free of charge!
https://t.co/0FFYfftOCA
#cpp
@sisqobmx@OlexGameDev Even on a beefy 64-core machine, several engines, codebases, tools, etc. take up to 1 minute to even open, e.g. UE5.
Linking a single-file change into a monolithic executable can take >30s, because linking by and large is still serial.
@sisqobmx@OlexGameDev That entirely misses the point of hot-reload. It is a common misconception that hot-reload is 'only' about reducing compile times, while people forget about:
- Linking
- Restarting the application
- Bringing back the previous application state
- Staying in the flow
@OlexGameDev@egor_zelenkov Don't, there's a lot that can be done in the compiler itself, even if it's based on LLVM.
E.g. Clang for PS5 is *very fast*, compared to all other platforms and MSVC and Clang on those platforms.
Last week, we were invited by Mojang Stockholm to do a talk about Live++ and its use cases.
You can download the presentation here:
https://t.co/GnR9P5Nw0C
https://t.co/gCwqVZjLOS
The talk was well received and some of the feedback already made it into the latest update.
#cpp
Live++ 2.11.0 out now:
https://t.co/CX5fDJKxhj
- Support for virtual file systems
- Support for 10x by @stewartlynch8
- Environment variable set for invoked compiler
- Hot-Restart via exception handler dialog
- Smaller fixes
#cpp#gamedev