![]() ![]() CMake allows you to set this up prior to actually creating the code. VS defaults code to specific directories, which you would then have to change in the project files after the fact (and in a much less intuitive way). You also have much more initial freedom at setting up various layouts for your own code. Second, it sets up your libraries and really any dependencies including other code bases in a much more modular way. The major benefit of CMake over VS is separating the build system, intermediaries, and output files from the rest of your code. I use CMake on all my projects, even when single platform. Yes it will help you deal with libraries and yes it will help you deal with code structure. Which indicates there is some support, but I've no idea if it is comparable to what cmake offers. A quick google search only turned up this: I don't know what you mean by auto-generated (afaik you still have to tell cmake what headers to put into the pch?) But yes, VS supports precompiled headers since forever.Thats a property of the compiler (and yes, msvc supports LTCG).Not that I know of (Btw., how well does that work for you? I haven't tried it yet).Of course Microsoft has its own static analysis tool that has full integration into visual studio. Visual studio has support for clang, so I would expect you can tell it to use clang-analyze as "compiler". I'm a cmake user myself, so I can't speak from first hand experience Cross platform builds, toolchain migrations, multiple IDE support, static analysis tool integrations, compile time improvements (visual studio supports opening the folder with CMakeLists.txt in it, and building with ninja behind the scenes), basic dependency management, meta-build feature toggling (want to support disabling feature X from your code? don't add the sources to the build if -DBUILD_FEATURE_X=Off is set) are all features you get for free right now from cmake, and you can get started with:įile(GLOB SRC CONFIGURE_DEPENDS *.cpp *.h *.hpp)ĭoes msbuild have built in features like the following? (It might, I suppose. The problem with this approach is that by the time you realise you need an external tool, you've already half-solved a bunch of the problems that the original tool solves. The more 3rd party tools you go out of your way to learn, the less likely your overall efforts are going to be successful. I decided to make my own "simple build system". Though from experience, a while ago I developed a 4.x API clone of Unity (whilst the company I was working for was waiting for upstream Unity to finally get ported to Emscripten and our client offered a lot of money for a pluginless web build). In many ways this is why I recommend keeping CMakeLists.txt really simple so it can easily be rewritten for something else (I know a lot of other CMake-based projects make it so complex!). But, just like version control, be prepared to jump to the next most popular thing when it comes. ![]() ![]() Easier to click "upgrade" than to manually downgrade).Ĭurrently CMake is more common than meson, conan and others. I would say go for whatever is the most common "today".Īround 5-10 years ago I would have provided GNU autotools (for Unix-like platforms) and a Visual Studio project for Windows (preferably older than the current release. I wonder if there is any practice of including it in a "one-platform" development scenario? Will it help me with me when I have to deal with libraries and managing big (by my standards) code structure? Or it will be just one more excess step on my building process, that will clutter up my project? I want to ask for advice about integrating Cmake into my pipeline? As I understand it, Cmake will create solution files for me, and then, I will need to build them. Apparently, I will spend a lot of my time in Visual Studio because without its debugging/profiling tools it would be a pain in the back for me. I am not planning to make it cross-platform, so I am targeted for Windows only. I want to try and build my own game engine in C++ using Win32/DirectX API (I have some background in it.). I know when you have a large codebase with lots of various libraries for different platforms you don't really have a choice in terms of the build system. I understand that this a powerful tool and as a programmer, you will probably work with it in the future. Recently I spent some time on GitHub reading some popular C++ repositories and most of them use CMake. I am learning C++ and tools for working with it. ![]()
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