Re: Jam, Visual Studio, XBox 360
Jim Tilander <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
Hi Steven, I've been doing this generation of .vcproj files from some meta data for quite some while now on multi platform titles, and it has been working great. The idea is to have one set of meta data and then generate all sorts of build scripts from that, e.g. .vcproj, nant, scons, make etc. This way the users can even choose what they would like to build with. It also comes very handy when you want to generate one set of .vcproj per platform (instead of messing around with exclude file from compile) and specific .vcproj files for those poor souls who want to use the default perforce integration into visual studio (since VS insists on writing the bindings into the .vcproj files). I've usually checked the final build files in, so that you can just sync and compile, but I guess the other way around works are well, but it can become very time consuming for very large codebases (think 20 minutes compile with incredibuild, not to mention the insane linktimes). I've always rolled my own system for this, the last one I did I put up on google code for anyone who is interested (which reminds me, I should probably upload the iPhone support fort that one ...): http://code.google.com/p/badgerconfig/ and more info here: http://www.tilander.org/aurora/2007/10/badgerconfig.html Cheers, /j On Mon, Feb 8, 2010 at 2:06 AM, Craft, Steven <[email protected]> wrote: > Hi there, > > I have seen some discussions touching on this area, but instead of > hijack said threads I thought I'd start a new one. I currently have to > maintain two (main) code building pipelines, one Visual Studio based > (for PC and 360), and one Makefile based (for Wii and PS3). I am > considering giving Incredibuild a go (I have about 50 programmers here, > and lots of non programmers, so a lot of cumulative processing power) > and have read Bizarre Creations case study of how they used Incredibuild > in conjunction with Jam to give them a unified build environment across > multiple platforms, including the ability to generate Visual Studio > projects from their jamfiles. I was wondering if anyone else does this? > I was interesting in whether this can be done with already available > software, or if they had to write their own. I'd be particularly > interested if it is possible to have this setup in a way that the Visual > Studio projects generated are good enough for submission, and include > the ability to set all the optimization options and so forth. Bizarre do > not list Wii as a platform they have integrated in this way, but > certainly I am very keen on finding a solution that works for all > platforms, and allows the end user to build for any platform using the > same system. So with Jam I'd like Visual Studio to call that when you > click build, and also be able to call Jam from the command line for > constant integration/disc build systems. > > I don't really want many users messing around with project specific > settings, the only main change most users need to make to the build > system is adding new source files (as they introduce them), and I can > see with Jam it is quite straight forward to separate out this part of > the build from the compiler settings and so on, so that's good. If they > could update that file, and then regenerate the Visual Studio project > files and carry on working, that'd be good. > > Also, if anyone has an opinion on Jam in general, I'd like to hear them! > > Best regards, > > Steve > > _______________________________________________ > Sweng-Gamedev mailing list > [email protected] > http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com > -- Introspection is just a ladder for people who have dug them an object oriented hole. _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com