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
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