I prefer programming in C++, but the need to compile after every edit can lead me to put off testing edits until I've made many changes. This results in many bugs that can be difficult to track down. Is it possible to incorporate Cling into either Godot source or my project, and use that to then use C++ as a pseudo scripting language?
I've played around with writing my own engine in the past, and I really enjoy Armory3D for turning Blender into a game engine with excellent graphics while still retaining performance, however it's still in Alpha, I've not yet learned Haxe, I dislike the krom runtime environment since it has worse performance than in browser, and browser deployment isn't something I much care for. I've seen that it is possible to use Cling with OpenGL, however this shouldn't be much of a big deal aside from shader development and usage which can probably be abstracted inside of the compiled engine code.
Returning from the pipe dream now; to recap my question, is there a way to incorporate Cling into either Godot source code or just my project such that it can read my source files at runtime, thus forgoing the need for compilation?