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Add Bazel as build engine #5
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@@ -20,7 +20,7 @@ | |||
#include "vecmath.h" /* Float3, ComputeNormal */ | |||
#include "things.h" /* Player, Plane */ | |||
#include "cache.h" /* Cache */ | |||
#include "physics.h" /* AdjustPlayerToFloor */ | |||
// #include "physics.h" /* AdjustPlayerToFloor */ |
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Do not make changes to my source code.
@@ -149,7 +149,7 @@ void Level::LoadLevel(const string& LevelName, unsigned int numOfPlayers) | |||
if (EndsWith(LevelName, ".obj")) | |||
{ | |||
LoadObj(LevelName); | |||
AdjustPlayerToFloor(play, this); | |||
// AdjustPlayerToFloor(play, this); |
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Do not make changes to my source code.
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Do not make changes to my source code.
The commit is still not ready and it's an experimentation just for fun. Actually, there is dependency loop needed to be solved. One way to do this is by extracting code common from Physics.h or Level.h and put this code on new file. Still, fixing a dependency loop is the right path to use Bazel and leverage safe build cache with build parallelism. The constraint here to fix the loop, is the wanted cohesion the over original design. Moreover, this dependency loop don't cause trouble if we don't mind about faster build using build cache because compilation can be done using run.sh the root of the project using a guarantied sequence; by this way, the loop have no effect on build reproducibility. |
Raison du PR closed ;-) --^ |
Good catch about the dependency loop, but I don't think much can be done about it without a lot of work. The "physics" functions need to know about the level and the "level" code must be able to call these functions. If Bazel can't handle this, then that seems lame, but it's a good thing. Indeed your code change revealed that My source code files keep changing, that's why my makefile and |
All agreed and great feedback. Just one thing, file glob from |
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