Re: the ideal Visual Studio build system
Brandon Van Every <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
On Fri, Jan 22, 2010 at 1:25 PM, Charles Nicholson <[email protected]> wrote: > You could also just solve the problem you have, and get back to doing > whatever it is you want to do, which doesn't sound like it's what you're > currently doing. I guess you get to partly say "you told me so." I got far enough with a self-compiling C++ tool to consider it viable. However, it also wasn't going to be any quick dash to the finish line, like perhaps I had naively supposed. I have plenty of CMake / Autoconf type experience so I'm aware of all the junk that needs to be done on that end, I just wasn't thinking very hard about it. In addition to that, there are problems like /I include directory flags not being available until the next cycle of compilation, not knowing what libraries depend on what libraries, and other malarky. It's a problem requiring a few months of work, and it isn't much fun. I found myself avoiding making progress, rather than diving into it. It seemed to open many Pandora's boxes and pull me farther and farther away from writing a game. For my own work, at present, I don't have enough code to worry about the build. As much as Visual Studio ticks me off, the cure was proving to be worse than the disease. I do think if I had a bigger pile of my own code, I would go at this problem again. Oddly enough, I don't seem to value other people's open source code. I find that odd given the amount of time I've spent on open source build systems in the past few years. Cheers, Brandon Van Every _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com