I dont take arghs comments on C++ development at face value when he freely admits he knows little C++ of any kind, the same would be true of anyone else in that situation.
Compilation time is very subjective depending on build system, compiler, compiler version, and the configuration your trying to build, debug build vs release should be a good enough example under VS of this difference
Textures are backwards?
Moderator: Moderators
Re: Textures are backwards?
Just did a test, 26 seconds on incremental (1 file changed) debug build and spring launch to ingame (with BA and a small 8*8 test map)
2 threads used for build.
Which I admit is way more than 10 seconds, but still decently fast.
2 threads used for build.
Which I admit is way more than 10 seconds, but still decently fast.
Re: Textures are backwards?
For the sake of it I tried it too.
Eclipse, Fedora 12, 1 file modified, RelWithDebInfo cmake build type, all caches hot, Spring: 1944 SVN on small map.
23 seconds from pressing debug button to Spring window popping up.
30 seconds from pressing debug button to being ingame.
Eclipse, Fedora 12, 1 file modified, RelWithDebInfo cmake build type, all caches hot, Spring: 1944 SVN on small map.
23 seconds from pressing debug button to Spring window popping up.
30 seconds from pressing debug button to being ingame.
Re: Textures are backwards?
By "ingame" do you mean with a mod loaded or at the menu? While I'm thinking of it is there an easy way to jump straight to a map/mod/script from the command-line and also a way to bypass the start countdown without pressing keys? That would shave of a little time from each test run.
Re: Textures are backwards?
With a mod loaded.
You can use a script as generated by e.g. SpringLobby and always invoke Spring with the path to that script as parameter. (i.e. if you use IDE set it's debugger to give the path to that file as commandline argument to Spring)
Then no keypresses are needed, you go straight to the battlefield (though the countdown is still present).
You can use a script as generated by e.g. SpringLobby and always invoke Spring with the path to that script as parameter. (i.e. if you use IDE set it's debugger to give the path to that file as commandline argument to Spring)
Then no keypresses are needed, you go straight to the battlefield (though the countdown is still present).