dusoft wrote:Is this hotswap useful for anything else except testing / debugging?
That's the main use, but I think it's a good one depending on how much content you plan to put in a game. In my case I'm building an RPG, so being able to tweak maps, numbers, dialogue, etc on the fly will be invaluable. On a similar note, this also gives a view of what a level will actually look like to the player if a game has post-processing / lighting / other effects, or if you want to verify how the environment looks when the view is limited to the in-game camera.
Depending on how narrow your definition of "testing" is, one other benefit is the ability to have a very basic form of graphical editor for...
anything preview-able really. If I want to make an effect for instance, as long as effects are derived from data I just need the engine to play it looped as I work in a text editor. Normally you'd either need to manually trigger a reload or set up a GUI for editing, but with hotswapping I can just work in one window and see the effect reflected in the other.
Ross wrote:I use a very simple extension for Tiled that uses the `assetSaved` signal to call `tiled.trigger("Export")`. So it automatically re-exports every time I save (plus some extra stuff to have a menu toggle, so I don't have to have to have it enabled all the time).
Good to know for the future! Tiled extensions are one thing I want to look into eventually. I decided against it this time since I was trying to get something done quickly and I don't know the API, but I'm definitely going to play around with it sometime.