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

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