We had something similar quite a while ago at Naughty Dog, when working on the Jak and Daxter PS2 games. Our development environment was Emacs, and as well as having a REPL console in one of the buffers, you could position your cursor inside any function/method, hit CTRL/T, and have just that function compiled and updated on the target hardware, on the fly, with no restart required. Iterative programming is especiall…
Introducing Live for RubyMotion
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Was this using GOAL? http://en.wikipedia.org/wiki/Game_Oriented_Assembly_Lisp
Re: Introducing Live for RubyMotion
#12We had something similar quite a while ago at Naughty Dog, when working on the Jak and Daxter PS2 games. Our development environment was Emacs, and as well as having a REPL console in one of the buffers, you could position your cursor inside any function/method, hit CTRL/T, and have just that function compiled and updated on the target hardware, on the fly, with no restart required. Iterative programming is especiall…
Was this using GOAL? http://en.wikipedia.org/wiki/Game_Oriented_Assembly_Lisp
Yep. GOAL was built from the ground up to support hot relinking, as well as a number of other nice features. Very cool for the time.