HackerReposA FIELD GUIDE TO OPEN SOURCE
ProSponsor the shelf♧ 0
← Back to top all-time
EpicGames
raddebugger
C2024–2026
EpicGames / raddebugger

raddebugger

A native, user-mode, multi-process, graphical debugger.

18Distinct people
20Mentions
0Explicit recommenders
8.8KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

A native, user-mode, multi-process, graphical debugger.

GitHub

Where it is used

No documented product use was verified in the last source check.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

Mentioned in the same Hacker News threads. That is not proof they are substitutes.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 3:56:07 PM UTC.

Show HN: Godbolt-in-a-floating-window for Neovim (C, C++, Rust) direct repository linkDebated

The discussion centers on a Neovim plugin that provides inline assembly visualization, with users debating the continued necessity of manual coding skills versus AI-generated code. Participants argue whether deep hardware understanding and low-level debugging remain essential for developers who write code manually or if such tools are obsolete in an agentic coding paradigm.

20 readable replies · Supporting reply 1 · Supporting reply 2 · Supporting reply 3 · Supporting reply 4

Mentions over time

HN mentions by month20 dated mentions

Observed mentions: 2024-01-11 22:10:55 UTC to 2026-07-14 16:33:12 UTC.

01232024-01-01 00:00:00 UTC to 2024-02-01 00:00:00 UTC (exclusive): 3 mentions; 3 submissions, 0 commentsJan 20242024-02-01 00:00:00 UTC to 2024-03-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-03-01 00:00:00 UTC to 2024-04-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-04-01 00:00:00 UTC to 2024-05-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-05-01 00:00:00 UTC to 2024-06-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-06-01 00:00:00 UTC to 2024-07-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-07-01 00:00:00 UTC to 2024-08-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-08-01 00:00:00 UTC to 2024-09-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-09-01 00:00:00 UTC to 2024-10-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-10-01 00:00:00 UTC to 2024-11-01 00:00:00 UTC (exclusive): 2 mentions; 2 submissions, 0 comments2024-11-01 00:00:00 UTC to 2024-12-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-12-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-01-01 00:00:00 UTC to 2025-02-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2025-02-01 00:00:00 UTC to 2025-03-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2025-03-01 00:00:00 UTC to 2025-04-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-04-01 00:00:00 UTC to 2025-05-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 commentsApr 20252025-05-01 00:00:00 UTC to 2025-06-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2025-06-01 00:00:00 UTC to 2025-07-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2025-07-01 00:00:00 UTC to 2025-08-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-08-01 00:00:00 UTC to 2025-09-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-09-01 00:00:00 UTC to 2025-10-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-10-01 00:00:00 UTC to 2025-11-01 00:00:00 UTC (exclusive): 3 mentions; 0 submissions, 3 comments2025-11-01 00:00:00 UTC to 2025-12-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2025-12-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2026-01-01 00:00:00 UTC to 2026-02-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2026-02-01 00:00:00 UTC to 2026-03-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2026-03-01 00:00:00 UTC to 2026-04-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2026-04-01 00:00:00 UTC to 2026-05-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-05-01 00:00:00 UTC to 2026-06-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-06-01 00:00:00 UTC to 2026-07-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-07-01 00:00:00 UTC to 2026-08-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 commentsJul 2026

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
Jan 20242024-01-01 00:00:00 UTC2024-02-01 00:00:00 UTC330
Feb 20242024-02-01 00:00:00 UTC2024-03-01 00:00:00 UTC000
Mar 20242024-03-01 00:00:00 UTC2024-04-01 00:00:00 UTC000
Apr 20242024-04-01 00:00:00 UTC2024-05-01 00:00:00 UTC000
May 20242024-05-01 00:00:00 UTC2024-06-01 00:00:00 UTC000
Jun 20242024-06-01 00:00:00 UTC2024-07-01 00:00:00 UTC000
Jul 20242024-07-01 00:00:00 UTC2024-08-01 00:00:00 UTC000
Aug 20242024-08-01 00:00:00 UTC2024-09-01 00:00:00 UTC000
Sep 20242024-09-01 00:00:00 UTC2024-10-01 00:00:00 UTC000
Oct 20242024-10-01 00:00:00 UTC2024-11-01 00:00:00 UTC220
Nov 20242024-11-01 00:00:00 UTC2024-12-01 00:00:00 UTC000
Dec 20242024-12-01 00:00:00 UTC2025-01-01 00:00:00 UTC000
Jan 20252025-01-01 00:00:00 UTC2025-02-01 00:00:00 UTC202
Feb 20252025-02-01 00:00:00 UTC2025-03-01 00:00:00 UTC101
Mar 20252025-03-01 00:00:00 UTC2025-04-01 00:00:00 UTC000
Apr 20252025-04-01 00:00:00 UTC2025-05-01 00:00:00 UTC000
May 20252025-05-01 00:00:00 UTC2025-06-01 00:00:00 UTC101
Jun 20252025-06-01 00:00:00 UTC2025-07-01 00:00:00 UTC101
Jul 20252025-07-01 00:00:00 UTC2025-08-01 00:00:00 UTC000
Aug 20252025-08-01 00:00:00 UTC2025-09-01 00:00:00 UTC000
Sep 20252025-09-01 00:00:00 UTC2025-10-01 00:00:00 UTC000
Oct 20252025-10-01 00:00:00 UTC2025-11-01 00:00:00 UTC303
Nov 20252025-11-01 00:00:00 UTC2025-12-01 00:00:00 UTC101
Dec 20252025-12-01 00:00:00 UTC2026-01-01 00:00:00 UTC101
Jan 20262026-01-01 00:00:00 UTC2026-02-01 00:00:00 UTC101
Feb 20262026-02-01 00:00:00 UTC2026-03-01 00:00:00 UTC101
Mar 20262026-03-01 00:00:00 UTC2026-04-01 00:00:00 UTC101
Apr 20262026-04-01 00:00:00 UTC2026-05-01 00:00:00 UTC000
May 20262026-05-01 00:00:00 UTC2026-06-01 00:00:00 UTC000
Jun 20262026-06-01 00:00:00 UTC2026-07-01 00:00:00 UTC000
Jul 20262026-07-01 00:00:00 UTC2026-08-01 00:00:00 UTC202

What Hacker News says

20 sources
> Your own project First, tone it down a little please, would you? It's not "my project", what is wrong with you? > ... has plenty of the bugs that destructors and contained memory allocation avoid. Raw heap allocations, raw mem copies etc. https://github.com/EpicGames/raddebugger/issues/735 . Here's a complex memory cleanup race condition that's 'solved' with a sleep function. https://github.com/EpicGames/raddebugger/issues/855 Now you've provided two links and they contain little evidence to back up your claims. Linking issue 735 suggests that you've misunderstood the part about a "Sleep", which evidences either your lack of capacity to grok the context of the issue, or evidences your unhealthy adversarial stance (I strongly suspect the latter). > You don't give any explanations, they are just claims, do you understand that? Do you know
Read the rest
what evidence is? It's the thing you say you can't provide. You haven't been able to take the most obvious uncontentious claim from me. But if I'm not explaining as you say, what are YOU doing? Are you seriously too stubborn to accept that exposing a destructor (or any other method) in a header file requires exposing the class's definition (private method declarations including signatures, include internally used headers for internally used data structures, which again have methods, which have dependencies...) in C++? And when any of those not-real-dependencies changes, you have to rebuild everything needlessly? Are you somehow mentally unable to see how long compile times can subtly degrade a project over time? Because I didn't need any youtuber personality to find that out for myself. And for some humility, the fact that I was able to see that suggests it's not particularly hard to find out. > Why don't you link something besides a name of a big C project and explain it. The idea that someone making a project in C somehow means other features and tools are terrible isn't even logic. That would mean that one project in a language from the 70s would negate every garbage collected and dynamically typed scripting language. And also I didn't claim it, you fantasized it and I can't help but ridicule you for having such wild ideas. To make such claims you would actually have a closer look at a project. > By your own logic the fact that https://github.com/chromium/chromium has 1.7 million commits to your project's 4,385 means that modern C++ is more than 380 times as effective. How is that by my own logic? But please accept that this is the work of mainly 1-2 persons, and compare _hours_ of build time (35 MLOC) to 3 seconds of build time (300K LOC). > You think that somehow something simple like automatically running a function you have to run anyway is a problem, it's nonsense. You are misrepresenting what I've said so badly it's not funny anymore. I've said multiple times that maybe this function shouldn't even exist. And even if the function has to exist, maybe it shouldn't be coupled so hard, at a language level, with the actual state & logic definitions. I did provide reasons why I've perceived the coupling to be an architectural problem. I would be very open to a discussion when this can or can not be a serious problem and what are possible tradeoffs and points in the design space. It wouldn't make me feel bad and wouldn't take away from my claim that there is actual evidence for the issues being discussed. But with a person like you, that's not possible. > That's a matter of dependencies and doesn't have anything to do with destructors. I've explained multiple times why I think it does. If you want a destructor declared in C++, you have to give the full class definition. > Now we're to the "I don't like how you're saying it" part of the no evidence playbook. This happens when someone can't admit that they don't have any information and they can't believe that people won't accept them repeating claims as evidence. No, it happens when I can't believe how you haven't managed to stop talking down on me instead of making an effort to be anything other than an annoying adversary. That's all. > I think it's time to admit to yourself that you have accepted some internet youtuber personalities as a religious belief and that you haven't questioned these beliefs with thoughts that go beyond the claims of the cult. I think it's time for you to shut up. You are providing zero evidence for your baseless (even counter-factual) accusations towards myself. What you say makes ZERO sense.
In Understanding the Odin programming language
To recap, there are all sort of detrimental effects to just freeing memory when a variable goes out of scope, but they can't be explained or demonstrated in any way. I could tell it was all going to go this way from the second comment, I'm always fascinated by people with rock solid beliefs that can't explain them in any way. I can NOT demonstrate it in a tiny godbolt because the effects I am talking about don't apply on a micro-scale. They do because it's just automatic resources within a scope. I CAN demonstrate it with actual source code, but you are unwilling to look it up. Why don't you link something besides a name of a big C project and explain it. The idea that someone making a project in C somehow means other features and tools are terrible isn't even logic. That would mean that one project in a language from the 70s would negat
Read the rest
e every garbage collected and dynamically typed scripting language. It makes no sense in any way. It's like saying because someone road a bike 20 miles cars are terrible. Do you not understand the concept that I can't explain the world to you from the ground up? You don't seem to be able to explain anything at all. You say no to everything without trying to understand it. You don't give any explanations, they are just claims, do you understand that? Do you know what evidence is? It's the thing you say you can't provide. You think that somehow something simple like automatically running a function you have to run anyway is a problem, it's nonsense. By your own logic the fact that https://github.com/chromium/chromium has 1.7 million commits to your project's 4,385 means that modern C++ is more than 380 times as effective. for example the thing about C++ class features (destructors, methods...) leading to exposure of internals in public headers That's a matter of dependencies and doesn't have anything to do with destructors. you're the single worst interaction I've had on this platform. Now we're to the "I don't like how you're saying it" part of the no evidence playbook. This happens when someone can't admit that they don't have any information and they can't believe that people won't accept them repeating claims as evidence. Your own project has plenty of the bugs that destructors and contained memory allocation avoid. Raw heap allocations, raw mem copies etc. https://github.com/EpicGames/raddebugger/issues/855 Here's a complex memory cleanup race condition that's 'solved' with a sleep function. https://github.com/EpicGames/raddebugger/issues/735 even the most common lore I think it's time to admit to yourself that you have accepted some internet youtuber personalities as a religious belief and that you haven't questioned these beliefs with thoughts that go beyond the claims of the cult.
In Understanding the Odin programming language
You're clearly well-traveled, but it's unfortunate that none of the frameworks you listed follow the only UI paradigm I actually find enjoyable to work with. Look Immediate Mode UIs when you have some time to kill. It's a famous paradigm in videogame UI development, so unfortunately most publicly available IMGUI libraries are tailored for use in game engine editor tooling (not very style-able, simple layout algorithms and assumption that they're running in a 60FPS loop), but they're still a good place to look at, to get a general idea. The most famous library is Dear ImGui [1] The biggest advantage of the immediate mode approach is that you get UI/state syncing for free without having to manage any callbacks/getters/setters/magic properties. It introduces new problems (widgets are now defined implicitly and you need a system for keeping t
Read the rest
rack of them over time), but they're way easier to solve than the UI/state sync issue. Examples of real-non-video-game software that uses it are File Pilot [2] and RAD Debugger [3], which are modern desktop UI applications with all the modern desktop UI application bells and whistles. [1] https://github.com/ocornut/imgui [2] https://filepilot.tech/ [3] https://github.com/EpicGamesExt/raddebugger
In A Broken Heart
Maybe you can have a look at RadDbg [0], as I understand the project has been bought by Epic Games recently. The goal is to make a performant debugger, from what I understand its target audience is mostly game developers, but you can use it for other programs obviously. You can see a talk of the core developer and his vision here: https://www.youtube.com/watch?v=_9_bK_WjuYY Sadly it's windows only yet, but they have plans to port it to other platforms. - [0]: https://github.com/EpicGamesExt/raddebugger
In Ask HN: DDD was a great debugger – what would a modern equivalent look like?
> Especially for people who have never attempted to write the software they are criticizing. E.g. Casey and Blow often criticise the Visual Studio debugger. It's slow, has quite limited functionality. And it progressively gets worse over time (e.g. it can no longer update watched values at the same speed as you step through the program). Do they both have to write a debugger to demonstrate how bad it is? No. Other people do it, single-handedly. See RAD Debugger (https://github.com/EpicGamesExt/raddebugger) and RemedyBG (https://remedybg.handmade.network). Relevant Casey rant: https://www.youtube.com/watch?v=GC-0tCy4P1U And the same is true for a lot of other software. You don't have to write some software to criticise how bad it is. E.g. I cannot but make fun of Discord for implementing "we will intentionally kill our app if it consumes 4
Read the rest
GB of memory and are very good at prioritising fixing memory issues seeing a whopping 5% improvement for p95 of users": https://www.reddit.com/r/discordapp/comments/1pej7l7/restart... Doesn't mean I have to write Discord to criticise it. All I need is an understanding of rather basic performance and of general engineering practices. And also, you've probably failed to even understand what they are criticising/saying: https://news.ycombinator.com/item?id=46315616
In Jonathan Blow has spent the past decade designing 1,400 puzzles
What does codegen have to do with Qt or CMake (I don't use either)? I was only thinking about generating .[ch]{,pp} files with very simple code in them, and compiling them. I'd recommend checking out e.g. https://github.com/EpicGamesExt/raddebugger . They are doing a lot of codegen. The codebase is very self-sufficient. Currently works only on Windows x64 but coming to Linux soon it sounds like. (And the reason why not yet isn't codegen) About embedding non-code resources, yes there are platform dependent solutions to file embedding that you'd have to support separately, but you can also ship an executable with separate asset files. With bigger assets that's probably the way to go. You can of course also opt to encode a file as C code (char data) but it's not very efficient.
In Callbacks in C++ using template functors (1994)

Showing the 15 most recent of 20 sources. Enable JavaScript to search and browse every indexed mention.

MAKE YOURSELF AT HOME

A few shortcuts

/
Search the collection
?
Open this guide
Esc
Close dialogs and navigation

Your saved repositories and interests stay in this browser.