Re: time budgets and continuous integration
Hernan Saez <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
I wonder how you would ensure something like this? You need a "server" that matches the specs of the target environment (whether it's a console or not), but also the CI process itself should not be an overhead for the system. Otherwise you'll never reach the desired time budget. I'm also interested on this subject. I'm working on an iPhone game and I'm still trying to understand how to setup a CI process that verifies something more than just compiling code. Cheers, Hernan On Wed, Jan 27, 2010 at 11:38 PM, Richard <[email protected]> wrote: > Is anyone doing (or has done) continuous integration testing on their > builds to ensure that time budgets are still being met? > > The recent 60Hz discussion got me thinking about this. It would be > good to know how code changes are affecting the time budget, both for > individual components and for end-to-end playback in the game. > -- > "The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download > <http://legalizeadulthood.wordpress.com/the-direct3d-graphics-pipeline/> > > Legalize Adulthood! <http://legalizeadulthood.wordpress.com> > _______________________________________________ > Sweng-Gamedev mailing list > [email protected] > http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com > _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com