How to add live code reload to your game
Adding live code reloading is one of the best things I did when working on my current game, Sol Trader.
Live code reload reduces our debug loop down to milliseconds. Now when I recompile the game, it notices I’ve done so and loads new code whilst the game is still running. Here’s a demo:
Thanks to Casey Muratori (again) and his excellent Handmade Hero series for teaching me the basics, and to this github project for demonstrating how to do it in OSX, my development platform of choice.
There are a few architecture changes that we’ll need in order to put this feature in our code. Here’s how I did it.
Splitting our game code from our platform
Sol Trader now has a clearly defined platform layer, separate from the game. The game code itself knows nothing about the platform at all and it passed in everything it needs in order to calculate what’s next. Here’s the method that we call to run a game loop:
The update and render call takes some Memory
, the screen dimensions and the input that we received this frame from the player. It is the job of this method to render the next frame to the screen, in under 16ms.
Memory
is just a big chunk of raw memory allocated by the platform layer at the start of the game. The gameUpdateAndRender
function is free to do what it likes with this space. It’s important to note that it’s persistent across live reloads which means that all state should be saved here. The game is not allowed to allocate any memory itself, it has to use the memory given to it.
gameUpdateAndRender
actually is implemented as a call into a shared library (a DLL on windows, or a dylib on Linux/OSX) using a #define trick I learnt from Handmade Hero:
(We need the extern "C"
here to stop the compiler from mangling the name, so we can find it in the shared library.)
Running the game code
This is a cut down OSX version of the platform layer I’m using. Similar code exists for other platforms:
At the heart of it, it’s a standard game loop. We first allocate enough memory using one big alloc
call at the beginning. This is all platform specific code, so it’s ok to use OSX, Linux or Windows specific calls here. We figure out our screen dimensions from the platform, create a window, and initialise OpenGL or whatever graphics library we’re using.
Then we load the code using dlopen
and if that succeeds, we find the gameUpdateAndRender
function and save the location. In the main loop, assuming that all worked, we call the saved function with the info it needs to render the frame.
Building the shared library
Here’s how the build.sh
script looks:
We build the shared library containing only the game code, not the platform code. We then use the platform code to load and run the shared game library.
Summary: everyone should have live code reload
This is an amazing way to develop games. For too long in the past I have sat watching a long compile, then ploughed through the game from the main menu, to find the bug I’m trying to fix, only to find that I’ve made a stupid error and have to start again. We need to find fun as fast as possible - anything we can do to reduce the debug loop is a good thing.
Live code reload also does away with much of the need to use a scripting language (fast feedback). I don’t have any designers who don’t write C (it’s just me!) so I haven’t implemented one for this game. I also don’t need any GUI configuration files for layout, it’s all just implemented in C with live code reload for positioning tweaks.
Trust me: once you’ve tried it, you’ll never go back.
Share
More articles
The Job Is Not To Build
Startup CTOs or founding developers are the first technical people in the business. It is natural to think your job is to write code and build software. This is backwards.
Your first job is not to build software. Your role is to use your technical expertise to help the startup figure out fast if you have a valid solution to a compelling problem, and then a valid product for a big enough market.
You might do this through building software, but you might not need to.
Here is a story of how I did this wrong, and how you can do it right.
Read moreEaldorlight: A Kickstarter retrospective
It’s now been over three months since the end of the Ealdorlight Kickstarter campaign. I’ve deliberately been taking some time to think and learn from the fact that it didn’t reach the target, and to work out what to do next. Frankly, I was pretty upset that the campaign didn’t make it, and it’s taken a while to get over it.
It’s also taken a while to think through the campaign properly. Some things are obvious in hindsight, and others less so. A lot of post-Kickstarter analysis feels like a stab in the dark. Nevertheless I’ve given it a lot of thought, and these are my best guesses for why I think Ealdorlight’s Kickstarter failed:
Read moreEaldorlight's Kickstarter is live at 4pm today
The sixth of June is a significant day for me personally. In 2004, I spent the entire of the day in hospital. I remember the 60th anniversary commemorations of D-day on the TV in the background, as I sat beside my wife, in labour with our first child. I became a father an hour after midnight on the 7th June; my son becomes a teenager tomorrow.
Twelve years later, in 2016, I spent the entire of 6th June glued to Steam watching and waiting whilst my first game Sol Trader was released to the world. This was a career dream come true: since I started programming at six years old I’d always wanted to create and ship my own games. Sol Trader’s release was ultimately a painfully formative experience for me, which I wrote about at the time and was interviewed about recently in GamesIndustry.biz.
Over the last year, I’ve been keeping busy doing two things. One is to support Sol Trader as much as I can with countless updates and patches. I’ve also been very busy working on a new game, Ealdorlight, a medieval RPG-style take on Sol Trader’s mechanics, with turn-based combat, realistic damage and great graphics. I announced Ealdorlight in March and demonstrated it at Rezzed, strengthening my hope that the idea was a good one.
I decided fairly early on that I wanted to take Ealdorlight to Kickstarter. Sol Trader’s successful Kickstarter was a brilliant experience. The Kickstarter community is one of the kindest, most positive on the Internet. I also needed funding for this game: Sol Trader was self-funded through many long evenings and contracting work, and for Ealdorlight I need a bigger team to realise the vision. It’s built in Unreal Engine 4, which simultaneously saves me loads of development time and means I need a bigger team to pull off the realistic art style I’ve gone for.
As time came near to launch, the first anniversary of Sol Trader’s released seemed an appropriate day to launch the campaign. So today, 6th June 2017, I will spend the entire day glued to Kickstarter as my campaign goes live at 4pm today.
Visit Ealdorlight’s Kickstarter Campaign
There’s plenty more about Ealdorlight on the campaign - head over there and read all about it! A huge amount of work has gone into it, and I’m very grateful for all the support and help I’ve received from the team I’ve put together, and for friends and family who have given me endless encouragements and feedback.
This post is a little earlier than 4pm so that you can watch it go live if you want. Earlier backers get lower edition numberings on some of the rewards, so you might want to be there from the start!
Read moreHow Ealdorlight's story stands out
As we head towards the Kickstarter campaign launch on June 6th, I want to talk a little about the story behind Ealdorlight works.
The basic story stays the same for each game: you are discovered wandering through a remote village at a young age, and realise your destiny is to overthrow the King. However, like in Sol Trader, every person you meet is randomly generated. This means that your real identity will be different every time, and you’ll have to discover it all over again every time you generate a new game.
Handcrafted story in a random world
The trick is layering a great story on top of a generated world with random characters. Building empathy with the main character and his family when all characters are generated is hard, and hinges around being able to hook the story in at the right moments.
My plan is to write plenty of tightly connected story arcs that are triggered on events that happen during history generation. These will in turn trigger future quests the player can undertake. Not all story-arcs will appear in every game: it will depend on how the history generation goes. I will constrain things such that there is always a route through the game, and that players always have a way to overthrow the King, even if that might be easier or harder depending on the starting setup. These story-arcs then should interact with each other, hopefully producing a unique path through the game.
Identity
Ealdorlight is set within a low fantasy world, and there’s no traditional magic. The player gets more powerful through discovering key pieces of knowledge about their past. These insights into of your real past feed directly into your character’s stats, skills and abilities.
I’ve long been fascinated with identity: knowledge of who we truly are affects many areas of our lives for the better. In Ealdorlight I wanted to tell a story which takes this to an almost supernatural level. By removing the player from their birth family, they start as an entirely normal person within the world. It’s only after their early game encounter with the Ealdorlight and the discovery of their past that things begin to change.
Much more on this to come, but in the meantime, here’s a glimpse of our story’s beginning.
Ealdorlight: backstory teaser (updated)
Read more
Ealdorlight Kickstarter on 6th June, Sol Trader 1.3 released
I am now back from some extended time away after Rezzed, both on holiday with the family and training some clients away from home. I’ve released Sol Trader 1.3 today, and set the Kickstarter for Ealdorlight to 6th June.
Rezzed was fantastic: it was great to see lots and lots of people wearing our Ealdorlight crowns. We ran out of crowns on both days, with some creative head displays on offer:
View post on imgur.com
Ealdorlight Kickstarter launch date: 6th June
Yes, I know I said May :) I’ve decided to go for a 31-day campaign, starting on the 6th June, for a few reasons:
- It doesn’t clash with any major US holidays, like Memorial Day. The 48-hour reminder email should go out on the day after 4th July.
- I want to give myself the best chance of success by polishing the combat demo hard. It was great to get such good feedback at Rezzed and I think it’ll be a great hook. I need more time to do that well.
- 6th June is the first anniversary of Sol Trader’s launch, so it ties in nicely with the ongoing Revelation Games story.
I’m excited and nervous about this Kickstarter campaign: my third one to date. After succeeding last time I’m really trying to take my time and get it right.
Sol Trader 1.3 released!
Now that I’m back, I’m able to support a new release of Sol Trader: 1.3 is now finally released after a length beta period.
Here are the highlights:
- You can now chat to characters directly on the right if they’re in the same location as you
- Pirate Chief and criminals are now more likely to try to destroy you
- Fix a bug where you’re not paid enough for a mission
- Dignitaries now fly around a little less than before to make it easier to pin them down
- Inter-faction missions now pay slightly less
- Business trips now pay slightly less
- Taxi missions now pay slightly more
- Talking to your criminal parents will no longer cause them to forget who you are
- Fix crash where a character develops an opinion of the player mid-conversation
- Fix crash when showing GUI for a ship the AI is driving
- Fix crash where a character would attempt to sell a good on a ship they’ve lent to the player
- Can now initiate conversations when paused - will restart the game but at realtime speed
- Fixed the Tiger II achievement
Your steam copy should automatically update. I’ll be releasing an updated downloadable version to SendOwl in the next few days.
Read more