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I've used many of the CI systems that the author has here, and I've done a lot of CircleCI and GitHub Actions, and I don't come to quite the same conclusions. One caveat though, I haven't used Buildkite, which the author seems to recommend. Over the years CI tools have gone from specialist to generalist. Jenkins was originally very good at building Java projects and not much else, Travis had explicit steps for Rails projects, CircleCI was similarly like this back in the day. This was a dead end. CI is not special. We realised as a community that in fact CI jobs were varied, that encoding knowledge of the web framework or even language into the CI system was a bad idea, and CI systems became _general workflow orchestrators_, with some logging and pass/fail UI slapped on top. This was a good thing! I orchestrated a move off CircleCI 2 to GitHub Actions, precisely because CircleCI botched the migration from the specialist to generalist model, and we were unable to express a performant and correct CI system in their model at the time. We could express it with GHA. GHA is not without its faults by any stretch, but... the log browser? So what, just download the file, at least the CI works. The YAML? So it's not-quite-yaml, they weren't the first or last to put additional semantics on a config format, all CI systems have idiosyncrasies. Plugins being Docker images? Maybe heavyweight, but honestly this isn't a bad UX. What does matter? Owning your compute? Yeah! This is an important one, but you can do that on all the major CI systems, it's not a differentiator. Dynamic pipelines? That's really neat, and a good reason to pick Buildkite. My takeaway from my experience with these platforms is that Actions is _pretty good_ in the ways that truly matter, and not a problem in most other ways. If I were starting a company I'd probably choose Buildkite, sure, but for my open source projects, Actions is good. |
In game development we care a lot about build systems- and annoyingly, we have vanishingly few companies coming to throw money at our problems.
The few that do, charge a kings ransom (Incredibuild). Our build times are pretty long, and minimising them is ideal.
If, then, your build system does not understand your build-graph then you’re waiting even longer for builds or you’re keeping around incremental state and dirty workspaces (which introduces transient bugs, as now the compiler has to do the hard job of incrementally building anyway).
So our build systems need to be acutely aware of the intricacies of how the game is built (leading to things like UnrealEngine Horde and UBA).
If we used a “general purpose” approach we’d be waiting in some cases over a day for a build, even with crazy good hardware.