SilverTree does have a scons build (at least for unix and windows/mingw): http://silvertree.googlecode.com/svn/trunk/SConstruct
So that way, everyone can have a glimpse what a build script comparable to Wesnoth would look like. What should be noted, this single script builds both game and editor without needing extra files in various subfolders, and it also does all the autotools-like checking of various stuff. However, it will need some tweaking to also work on windows/VC and OSX - not really sure how much. And as scons uses its own (compared to make, more advanced) dependency tracking algorithms, there can be no way to produce makefiles or VC or XCode project files. Myself, I can't really endorse any build system, since I'm biased to scons/WAF by my like of Python. But in another project (a library with a bit more complex build system requirements than Wesnoth), we right now maintain three build systems in parallel (autotools, cmake and scons), so I can say what my experience with it is: 1) scons/cmake are both vastly superior to autotools in maintanance work required (nobody in that project knows M4, and for windows we needed a lot of extra solutions as we don't require msys/cygwin) 2) scons and cmake both are not perfect and will from time to time require messing around with things which should have just worked, so hopes should not be *too* high 3) Maintaining more than one build system is stupid, it doubles (or in the case of that project, triples) the amount of work :P _______________________________________________ Wesnoth-dev mailing list [email protected] https://mail.gna.org/listinfo/wesnoth-dev
