Skip to content

Automated Build System

One part of our next milestone consists of extending our automated build system. We already use Buildbot to automate most of our builds and testing. Every time source code is checked into the repository it is compiled and all unit tests are run. If the compile or unit tests fail the entire team is notified via email.

Our next milestone requires us to take our automated build system one step further. Source code and game source assets will be automatically built and distributed for all to use when checked into the repository. Any changes to the source code or game assets will result in all developers automatically using the updated version. If bad source code is checked in (it doesn’t compile or fails a unit test) then the build will fail, the team is notified and the broken version is not automatically deployed. There are many other cool extras we get for free when using this system. For example the ability to automatically deploy any version of the repository. If something went horribly wrong with the latest checked in version we can instantly build and deploy any prior version of the repository and all developers will automatically be using that version. Developers can deploy and work on different versions of the repository at the same time. This can also extend to branches and tags. We can have one part of our team working on an unstable branch of the engine while the other part is working on the main trunk of the repository which is stable. Each team works on their own branch and any changes they make are automatically deployed to the others using that same branch. When the unstable branch becomes stable and is merged into the main trunk then the new changes are instantly deployed to the group working with the main trunk.

This will also be very useful for game assets. The artist never has to compile or generate game assets from their source assets and then check the generated game assets into the repository. They just check in their source assets which are then automatically built into game assets and deployed to all developers. To test the new automated build system we decided to make another small game. Gavin and I are going to do most of the modeling so we can become acquainted with Maya. The game is a simple target range where you can shoot at various objects. As a result I felt compelled to name our current milestone “Hogan’s Alley”.

Post a Comment

Your email is never published nor shared. Required fields are marked *
*
*

Tony's Blog is using WP-Gravatar