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Perhaps, but it's easily overlooked because every project that needs runtime reflection badly enough has already rolled their own. (Some game engines have multiple reflection systems, eg. shader parameters vs. serialization.) This framework takes a particular approach and makes it an (almost) standalone component.



Why do/did you go for runtime reflection for all that? I thought you would use it for external scripting or mods or things like that, but not for eg serialization. I guess I am missing something.

Everyone misses compile time reflection because it solves many use cases easily (like serialization) without having to go for a complex solution or incur in performance penalties of runtime reflection. In contrast, I doubt many people care about general runtime reflection which Iā€™d expect to be a mess in C++ and most likely not as fast as people wanted.


The biggest advantage I find with runtime reflection it that it's possible to load and manipulate data that has no C++ definition at all. This is actually handy when working with 3D geometry consumed by a GPU.




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