
The Build Syndrome
Jochem van der Spek and Daniel Dekkers
44.1 Introduction
In the current age of desktop, mobile, and console computing, the number of plat-
forms, operating systems, and OpenGL versions that are in active use has become so
large that developing and deploying our application for all those different configura-
tions has become a trying and time-consuming part of development. When a game
studio wants to release its latest title on as many platforms as possible, it needs to
manage a combinatoric explosion of all the different configuration parameters.
We recognize two steps in the process to reduce the complexity of this task.
The first is ...