Re: [GD-General] Compile times
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From: mike w. <mi...@ub...> - 2002-12-10 02:09:28
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the full sourcecode to our game engine currently runs about 20 megs. can't say i've done a full recompile in a while, so i'm not sure how long it would take to build the entire sucker. the major benefit we have to compiling the source is the complete seperation of various parts of the engine into dlls & other libraries - we only need to recompile these as necessary (ie if we make low-level changes to the drivers or graphics engine), the main source itself is only about 5 megs - the rest is in 'compile as necessary' libraries. this also lets us have various 'versions' of the various libraries in-house. for example we have a 'stable' driver, ie tested working versions of stuff that the designers can use and know the functionality is there, and we also have 'development' drivers that are the bleeding edge drivers that most of the designers don't really need to access, only one or two designers have access to the dev drivers - and they are used to test & break the newer features before we unleash them on the rest of the team.... we have seperate dlls' for open gl drivers, software drivers, d3d drivers, network libraries, etc... works out well, if certain machine configurations barf on the newer updates, they can roll back to the previous drivers & still be productive while the programmers work on bug-fixes for their particular test-cases... mike w www.uber-geek.ca ----- Original Message ----- From: "Michael Moore (GAMES)" <md...@mi...> To: <gam...@li...> Sent: Monday, December 09, 2002 5:50 PM Subject: RE: [GD-General] Compile times > Does anyone out there have a game project of 10-20MB in size (source & > header files), that builds in 5 minutes or less? I would love to hear > about it. > > I wonder if in some ways you cross an invisible line where complexity > and inter-dependency increases dramatically as your project size grows. > Similar to the way the dynamics of a team changes as you go from 8 > developers to 40. > > Large-scale projects are not a new beast -- there are whole books > written on the subject (J. Lakos. Large-Scale C++ Software Design, for > example). I wonder how much of the complexity in our larger game > projects is "accidental" and how much is "essential", to borrow a term > from Brooks. Brian has a strong suspicion much of it is accidental and > could be removed if the right choices were made during the course of > development. I would love to see some larger projects that build > quickly so that I could gain more confidence in this theory. > > -Michael > > > > > > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_idU7 > |