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Function names in Boost can’t be named the same as those of the iOS source code, which required David to rename Boost functions. It was about a week and a half to get everything to compile again.” One of the blockers to error-free compiling was an overlap in function names between Boost and XCode.
The team is currently building ROBLOX (around 1.88 million lines of code, libraries included) roughly five times a day, so going from an average of 20 to 10 minutes saves significant time.Īccording to David York, lead engineer on ROBLOX’s iPad development, the process “broke a lot of things and we fixed them all.
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Not only have the upgrades given our developers things like new tools and better bug reporting, upgrading XCode from 3.2.4 to 4.5.1 has actually cut the Mac and iPad build time – the time it takes to compile ROBLOX’s code and libraries into a working program – in half. While engine and library updates were first made and tweaked in a test environment, they’re now deployed and quantifiably benefiting our iPad development. We reserve these sorts of updates for times when they’re needed. Porting ROBLOX to iPad was such a time. When you’ve created a large-scale, PC- and Mac-compatible platform using various engines and libraries – some of ROBLOX’s most crucial are OGRE (graphics engine), Boost (C++ library), RakNet (network engine), XCode (Mac IDE) – upgrading any of them has the potential to break something, somewhere down the line.
Engineering tasks move from one end to the other on this living wall of sticky notes Setting the stage: engine and library upgrades with David York