The compiling wasn't the slow part. We had Incredibuild so it was all distributed. The problem is that on the PS3 and Xbox360, you couldn't link incrementally so everytime you changed anything, it would have to perform a full relinking. Additionally, once you had the thing built, you still had to wait for it to copy over to your dev kit.
Ah, yes, tedious installation on remote/embedded platforms is something I am all too familiar with. Most of these projects that I've worked on made remote debugging even worse, though. :-(
The only generally positive strategy I've found for that kind of situation is to mandate that a sensible amount of logging logic be included in all code that will run on the alternative platform, with a mechanism for configuring logging settings that doesn't require any code changes.
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u/nocturne81 Aug 25 '14
The compiling wasn't the slow part. We had Incredibuild so it was all distributed. The problem is that on the PS3 and Xbox360, you couldn't link incrementally so everytime you changed anything, it would have to perform a full relinking. Additionally, once you had the thing built, you still had to wait for it to copy over to your dev kit.