[HN Gopher] Epic Games' "The RAD Debugger"
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       Epic Games' "The RAD Debugger"
        
       Author : davikr
       Score  : 107 points
       Date   : 2024-01-13 11:38 UTC (11 hours ago)
        
 (HTM) web link (github.com)
 (TXT) w3m dump (github.com)
        
       | dagmx wrote:
       | Does anyone have a screenshot or video of it in use?
       | 
       | Being limited to windows makes it difficult to try out, and
       | understand what it brings over existing debugger options.
        
         | TnS-hun wrote:
         | Here are two screenshots:
         | 
         | https://twitter.com/mrexodia/status/1745769835215139131
         | 
         | https://twitter.com/MyNameIsMJP/status/1745663984408351028
        
           | dagmx wrote:
           | Thank you very much!
        
           | mdaniel wrote:
           | https://pbs.twimg.com/media/GDo3tH8WgAAaIrw?format=png&name=.
           | ..
           | 
           | https://pbs.twimg.com/media/GDnYJFOaQAAuNTq?format=jpg&name=.
           | ..
           | 
           |  _(those are the urls from the Xeets; I didn 't alter the
           | query params, they came that way)_
        
       | cxcorp wrote:
       | Anyone seeing any groundbreaking features or reasons to try this
       | over x64dbg or other existing debuggers?
        
         | cianmc wrote:
         | Haven't fully digged into it, but firstly, the executable is
         | tiny, source code seems sane, performance for average sized
         | projects appears to be better than existing solutions, and also
         | some interesting features such as viewing texture/image buffers
         | within the debugger
        
       | dvdkon wrote:
       | Nice! Another FLOSS GUI debugger is always welcome. A historical
       | capture of this page provides some more context:
       | http://web.archive.org/web/20230923095510/http://www.radgame...
       | It's rather open, which I appreciate (I suppose it's partly why
       | so many companies licence Bink).
       | 
       | Interestingly, it seems to have been primarily a Linux project at
       | some point, but this released version only has Windows support.
       | I'd also like to know what this release means for the project's
       | future.
        
         | cianmc wrote:
         | Future Linux support is already confirmed so don't worry!
        
         | cxcorp wrote:
         | Thanks! Looks like this project has some high ambitions:
         | 
         | > What's after that?
         | 
         | >
         | 
         | > Tons of stuff. Tons and tons and tons of stuff.
         | 
         | > Debuggers have not substantially evolved since the first
         | Turbo Debugger in 1988!
         | 
         | > For example, we have had GUI debuggers for 20 years now, and
         | we can't see bitmaps! We can't hear sound buffers. We can't
         | view vertex arrays.
         | 
         | > We can't graph values over time. We can't even load a
         | debugging session from yesterday and review it! We have a long
         | way to go.
         | 
         | > Debugging is desperate need of updating, and we see as a long
         | term project. We'll be adding visualizers, new debugging
         | workflows (step through code on multiple platforms at the same
         | time for example), and new features for a long time.
        
           | armada651 wrote:
           | When I used Xcode for the first (and so far only) time I was
           | surprised I could actually view bitmaps in the debugger and
           | I've wondered why that's not commonplace ever since.
        
             | cxr wrote:
             | Most people don't know what they're missing. None of the
             | pages linked (in either the submission itself or the
             | comments here) or other comments actually _show_ any of
             | these graphical features in use.
             | 
             | This is a problem that extends beyond this submission and
             | talk of debuggers. It's basically insurmountable for anyone
             | who didn't use Google Reader to know what the experience is
             | using it looked and felt like (and in a few months when it
             | will no longer be possible to use Google Podcasts, there'll
             | be another casualty).
             | 
             | Reading your comment, all I know is that Xcode lets you
             | "view bitmaps in the debugger", but that's a pretty varied
             | range of possibilities for someone who hasn't actually seen
             | it.
             | 
             | Folks who are looking to have an impact would do well to
             | document their setups and show how they actually get work
             | done, lest we end up in a future where people don't know
             | how to run a Python program[1] because nobody was ever
             | explicit about it, instead relying on tacit familiarity.
             | 
             | 1. <https://corecursive.com/brain-injury-with-jason-
             | mcdonald/>
        
             | ftrobro wrote:
             | I suppose one reason is that images can be stored in many
             | different ways in memory. For OpenCV images in C++ the
             | Visual Studio extension Image Watch is quite nice, I think
             | it's been around for more than 15 years:
             | 
             | https://marketplace.visualstudio.com/items?itemName=VisualC
             | P...
             | 
             | There's also a recent extension called Image Preview for
             | path references:
             | 
             | https://devblogs.microsoft.com/visualstudio/working-with-
             | ima...
        
           | techbro92 wrote:
           | Fun fact, you can plot variable values over time with gdb.
           | You just have to create a gdb extension to do it:
           | https://github.com/jyurkanin/gdb_extensions This blew my mind
           | when I figured out how to make these extensions and everyone
           | should be making their own extensions. It's a force
           | multiplier. Literally life changing
        
           | binarycrusader wrote:
           | _We can 't even load a debugging session from yesterday and
           | review it! We have a long way to go._
           | 
           | Time Travel Debugging provided by WinDbgX doesn't count? Or
           | are they talking about all of the commands executed, etc.
           | along with that?
        
             | tom_ wrote:
             | The page is quite dated and probably predates it.
        
           | PoignardAzur wrote:
           | Have they made any progress on that? If so, it's not obvious
           | from the screenshots and linked repo.
        
           | AceJohnny2 wrote:
           | > _we can 't see bitmaps! We can't hear sound buffers. We
           | can't view vertex arrays._
           | 
           | I kinda miss Lauterbach...
        
       | fulafel wrote:
       | Which language(s) does it aim to support?
        
         | Warwolt wrote:
         | Would look like C/C++
        
       | 0xcde4c3db wrote:
       | In case anyone else saw the name and was wondering: yes, it is
       | "RAD" as in RAD Game Tools, which was acquired by Epic a few
       | years ago.
        
       | Jeaye wrote:
       | I find myself writing a great deal of C++ these days, building
       | jank (the native Clojure dialect on LLVM with C++ interop). Even
       | with modern practices, and Rust-like semantics (i.e. `result<R,
       | E>`, `option<T>`, etc), every large feature implemented is
       | followed by some period of debugging. None of the GUI debuggers
       | I've tried, on Linux, have been compelling. Most either require
       | IDE setup for my project or still look like they're from the 90s.
       | I just end up using gdb, with some improved configs, in my
       | terminal.
       | 
       | So far, the most exciting project to follow for this has been
       | Cutter. However, I'd be easily sold on this once it gets Linux
       | support. Thanks for making it open source. :)
        
         | echelon wrote:
         | I want to make a few predictions for the next 10 years:
         | 
         | - Godot will win over indie devs and start to become feature-
         | comparable with Unreal and Unity. By the end of the decade,
         | fewer corporate projects will choose Unreal or Unity and
         | instead opt for internal forks of Godot. This is repeating the
         | same formula the Blender-ization of 3D software packages did.
         | 
         | - Non-C++ engines such as Bevy will start to grow a large base
         | of their own and step into the realm that Godot once occupied.
         | Lots of use by hobbyists, especially those wanting to dive into
         | lower level pieces and wanting to avoid C++isms.
         | 
         | - Epic Games Store won't reach a significant fraction of
         | Steam's user base.
         | 
         | - Growth of Unreal and Unity will stall.
        
       | vanjajaja1 wrote:
       | i dont understand how you launch a graphical debugger and not add
       | a screenshot to the readme.md
        
         | TillE wrote:
         | "The RAD Debugger is currently in _ALPHA_ "
         | 
         | Wouldn't really call it launched, just in development publicly.
        
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       (page generated 2024-01-13 23:01 UTC)