Runtime code reloading in D, part 1  One of the biggest problems
in game developement are turnaround times. Tournaround time is
the time you have to wait until you can see what your change
actually did. Shorter turnaround times improve productivity as
you don’t spend that much time waiting for changes to become
visible. Also shorter turnaround times support the creative
process as humans have huge dificulties connecting an action and
a result that happens with a huge delay. For mappers, 3d
artists, effect artists and sound designers the turnaround times
in modern 3d engines are almost zero. A lot of work is put into
their tools to keep turnaround times to a minimum. Programmers
however usually have very long turnaround times. Mostly this is
due to the fact that compile times of the C++ language, which is
mostly used in game developement, can go into multipe minutes.
This problem is almost solved in the D programming language, as
compile times are really quick and it usually only takes a few
seconds to compile