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Devlog - Posts published in 2020

Developing Avoyd, a Voxel Editor able to handle large models and a six degrees of freedom movement Game with editable terrain.

Runtime Compiled C++ Dear ImGui and DirectX11 Tutorial

Doug Binks - 02 Feb 2020


This tutorial takes a small DirectX11 project, the Dear ImGui Example, and adds Runtime Compiled C++ to it. This enables us to edit the code at runtime and see the results live, without recompiling and restarting the project.

This is a Windows only project but both Dear ImGui and Runtime Compiled C++ are cross platform. Thanks to Jonathan Bleeker and Milviz for funding this tutorial.

Runtime-Compiled C++ (RCC++) is a way to reliably make major changes to C++ code at runtime and see the results immediately. It's aimed at games development but could be useful in any industry where turnaround times are a bottleneck.

github.com/RuntimeCompiledCPlusPlus/RuntimeCompiledCPlusPlus

RCC++ is primarily designed to shorten iteration times in development - developers can build their project, run it, make changes during runtime and see the results in a few seconds.

Short teaser of Runtime Compiled C++ Dear ImGui and DirectX11 Example

Continue reading
 › 2022
 › Isometric Render of a Minecraft Map in Avoyd Voxel Editor
 › 2021
 › Importing Minecraft maps in Avoyd Voxel Editor improved
 ›› 2020 
 › Runtime Compiled C++ Dear ImGui and DirectX11 Tutorial
 › 2019
 › Boxes in Space: procedural generation of abstract worlds in Avoyd
 › Procedural python word generator: making user names out of 4 syllables
 › In-game building
 › Player-deployable turrets in Avoyd
 › 2018
 › Avoyd Game Singleplayer and Coop Multiplayer Test
 › Voxel Editor Evolved
 › 2017
 › Speeding up Runtime Compiled C++ compile times in MSVC with d2cgsummary
 › Multiplayers toxic last hit kill and how to heal it
 › Avoyd Editor Prototype
 › 2016
 › Black triangles and Peter Highspot
 › Colour palettes and lighting
 › Concept art by Rebecca Michalak
 › 2015
 › Internals of a lightweight task scheduler
 › Implementing a lightweight task scheduler
 › Feral Vector
 › Normal generation in the pixel shader
 › 2014
 › Python Google App Engine debugging with PyCharm CE
 › Lighting voxel octrees and procedural texturing
 › Patterns and spheres
 › Python Google App Engine debugging with PyTools
 › Interview
 › Domain masking using Google App Engine
 › Octree streaming - part 4
 › Black triangles and nervous_testpilot
 › Presskit for Google App Engine
 › Octree streaming - part 3
 › Octree streaming - part 2
 › Octree streaming
 › 2013
 › LAN discovery with multiple adapters
 › Playing with material worlds
 › Developer Diary archive
 › Website redesign
 › First Person Editor
 › First Avoyd tech update video
 › Implementing a static website in Google App Engine
 › Multiplayer editing
 › First screenshots
 › Thoughts on gameplay modes
 › Back in 1999
 › 2002
 › ECTS 2002
 › Avoyd Version 1.6.1 out
 › Avoyd Version 1.6 out
 › 2001
 › Biting the bullet
 › Avoyd version 1.5 out
 › Monday Mayhem
 › Avoyd version 1.5 alpha 1 out
 › Avoyd version 1.4 out
 › ECTS 2001
 › Fun with Greek letters
 › Closer just a little closer
 › Back already
 › Artificial Humanity
 › Products and promises
 › Ecommerce
 › Explosions galore
 › Spring fixes
 › Open source and ports to other operating systems
 › Avoyd LAN Demo Version 1.1 is out
 › Thanks for the support
 › Avoyd LAN Demo Ready
 › Game Tech
 › Importing Minecraft maps in Avoyd Voxel Editor improved
 › Runtime Compiled C++ Dear ImGui and DirectX11 Tutorial
 › Boxes in Space: procedural generation of abstract worlds in Avoyd
 › Procedural python word generator: making user names out of 4 syllables
 › Speeding up Runtime Compiled C++ compile times in MSVC with d2cgsummary
 › Internals of a lightweight task scheduler
 › Implementing a lightweight task scheduler
 › Normal generation in the pixel shader
 › Lighting voxel octrees and procedural texturing
 › Octree streaming - part 4
 › Octree streaming - part 3
 › Octree streaming - part 2
 › Octree streaming
 › LAN discovery with multiple adapters
 › enkiTS
 › Internals of a lightweight task scheduler
 › Implementing a lightweight task scheduler
 › RCC++
 › Runtime Compiled C++ Dear ImGui and DirectX11 Tutorial
 › Speeding up Runtime Compiled C++ compile times in MSVC with d2cgsummary
 › Web Tech
 › Procedural python word generator: making user names out of 4 syllables
 › Python Google App Engine debugging with PyCharm CE
 › Python Google App Engine debugging with PyTools
 › Domain masking using Google App Engine
 › Presskit for Google App Engine
 › Implementing a static website in Google App Engine
 › Avoyd
 › Isometric Render of a Minecraft Map in Avoyd Voxel Editor
 › Importing Minecraft maps in Avoyd Voxel Editor improved
 › Boxes in Space: procedural generation of abstract worlds in Avoyd
 › In-game building
 › Player-deployable turrets in Avoyd
 › Avoyd Game Singleplayer and Coop Multiplayer Test
 › Voxel Editor Evolved
 › Multiplayers toxic last hit kill and how to heal it
 › Avoyd Editor Prototype
 › Black triangles and Peter Highspot
 › Colour palettes and lighting
 › Concept art by Rebecca Michalak
 › Feral Vector
 › Patterns and spheres
 › Interview
 › Black triangles and nervous_testpilot
 › Playing with material worlds
 › Website redesign
 › First Person Editor
 › First Avoyd tech update video
 › Multiplayer editing
 › First screenshots
 › Thoughts on gameplay modes
 › Back in 1999
 › Avoyd 1999
 › Developer Diary archive
 › Back in 1999
 › ECTS 2002
 › Avoyd Version 1.6.1 out
 › Avoyd Version 1.6 out
 › Biting the bullet
 › Avoyd version 1.5 out
 › Monday Mayhem
 › Avoyd version 1.5 alpha 1 out
 › Avoyd version 1.4 out
 › ECTS 2001
 › Fun with Greek letters
 › Closer just a little closer
 › Back already
 › Artificial Humanity
 › Products and promises
 › Ecommerce
 › Explosions galore
 › Spring fixes
 › Open source and ports to other operating systems
 › Avoyd LAN Demo Version 1.1 is out
 › Thanks for the support
 › Avoyd LAN Demo Ready