Runtime Compiled C++ Dear ImGui and DirectX11 Tutorial
enkisoftware.com
enkisoftware.com
I still remember when I worked in game development back in 2004 or so, that I made extensive use of Visual Studio's "Edit and continue build" feature at work, and how it really helped with the feedback loop. It was a little buggy but worked very well considering it was only a "debug" feature.
A few years later I worked on an even bigger game with an even bigger loading time, and "Edit and continue build" no longer worked at all due to the platform architecture of the game. It really, really hurt my productivity (and motivation). I wish this project all success, it could help many people!
(Does Unity have something like this yet? I remember last time I worked with it I loved being able to change the properties of objects at runtime, but still missed being able to change the actual code...)
I didn't know that prior to you raising the question, so I can't say how well it works unfortunately.
Unity is designed to get the basic demo feature of whatever you're doing done as quickly as possible. But building a production-scale product is actually harder than just writing from scratch, as there are a lot of stupid design decisions in Unity that get in the way.
Otherwise if you're just adding/removing code from classes it works extremely well and saves a lot of time restarting the editor.