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No, not really. I work in a games studio and our usage on individual workstations goes above 32GB when compiling our project. Due to technical and licencing issues it's also not something that can be relegated to a remote server farm for compilation.


If it's that gigantic, then a distributed build on local servers makes a lot of sense. Much faster than each developer doing it on their own single workstation.


We do distributed builds on local workstations across the studio with Incredibuild. That's the only way we could get away with licencing for consoles. That reduces the build times(from over 40 minutes to less than 5) but the RAM usage is still very very high.


Im guessing this is C++ with a lot of template abuse and header interdependencies? C++ has a powerful compiler, buts its also easy to shoot yourself in the foot with it.


Yep. Also the fact that the project cross compiles on 7 different platforms from the same code base.




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