I'm interested in what effect this new sort of dynamically compiled C++ will have on scripting in particular.
One of the use cases for scripting has always been because you can change the script and modify behaviours quickly without having to stop and recompile your own game. Runtime-compiled C++ will blow that out of the water, especially when you see that it also has crash protection built in (eg: a crash won't kill your game).
Naturally, scripting will still have a valid place in development - script languages are often simpler for non-developers to use and often present functionality at a higher level than how you'd code C++ or any other low level language. But it does make me wonder whether this runtime compiled stuff will move some people away from scripts.
I'm going to grab the runtime-compiled code and have a play around with it.
[list]
[*]Users don't require any tools other than a text editor installed to change moddable scripts
[*]Script language can be chosen that best suits the domain that is being scripted
[/list]
Compilation model is one of the least significant things for me that makes C++ a poor choice to use for expressing the high level concepts that a scripting system would address.