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Incredible

I recently saw this utility in action and I think it will change video game programming as we know it.

A constant complaint around the halls at work is, ?Fucking build takes forever!? I don?t pretend I know why that is, but I do know how much it affects our users. IncrediBuild looks like a really cool tool and in theory, works much like a renderfarm in that it spreads the build process over a pool of machines and sends the final product back to you in record time. From what I hear, the PS2 compatibility needs a bit of work, but the XBOX code is ready to go.

I?m curious what you Red Capers out there think of it?

Comments

There was a PC game team at SolWorks that SWORE by it. It seemed to be very solid.

Last time I looked into it, any kind of PS2 support was non-existent. I believe it's effect could be imitated with GNU's distcc.

It's on this Red Caper's radar for at least a year now. I'm just waiting for the PS2 support. As for the XBox stuff, when I have some time, I'll probably enlist the Black Goat to try it out.

Of course, since our team is composed of build-time fanatics, we actually don't really need the thing. I just timed it - a full rebuild of the game engine takes 1:20 on my machine. That's one MINUTE and twenty seconds. And we could easily reduce that further by not rebuilding subsystems that rarely change.

So, it definitely is a nice toy. But for game development, the major time issue *should* be in the art build - we need a parallel art conversion tool. Game engines are rather small systems, compared to large-scale software.

We've been giving it an evaluation in the Tools group and it definitely rocks the casbah for our Win32 stuff. Haven't tried the X-Box. They have a survey on their site you can fill out and express interest in things like CodeWarrior support.

In any case, I hope we can go live with it but I don't know if it will happen because somehow others in the group blew a big chunk of our budget on five floating licenses of Understand C++, something I thought was neat but not $500 neat, and definitely not nearly $2 K neat.

Me and steve have been discussing the art build issue. We feel automated object caching is the answer - a repository that caches built art, and it is all done behind the scenes. That way only one unlucky shmuck pays the price when something changes.

Yes, that's been floating around in my brain for a while, too. Now if you get a build machine to rebuild art whenever you get a checkin, nobody except the change originator pays the price.

Of course, dependency management is going to be hell....

Understand C++ comes back to the topic of C++ being hard. *Anything* that helps reading C++ sources is a big improvement. I'd (almost) give a limb if it had refactoring support...

Maybe C++ is hard for you.

Oh, no I didn'! :)

In any case, there was a topic talking about refactoring support in IDEs over on the JoS forums not too long ago. I believe they were referring to IDEA and some other Java IDE. I haven't taken a look at how extensive or useful it is.

C++ is a major PITA for me, yes. Debugging it *sucks*. And don't tell me it's different for anybody else. The fact that *everything* might have side effects is not exactly a positive thing when you're hunting a bug.

As for IDEA, it's an *amazing* tool. Most of Fowlers Refactorings have been automated in that thing. While "Extract Method" is certainly impressive, even a systemwide rename of a function is nothing to sneeze at.

I assume the second one is Eclipse, with so-so refactoring support. Still better than anything available for C++ :)

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