SN Systems Tech Blog

    Link time performance

    ARTICLE BY: Jamie Redding
    POSTED: Jun 20, 2018
    TAGS: Developer Services, Linker, Toolchain

    When developing console games, linking becomes an inevitable iterative process as changes are made and bugs are fixed. Whilst the C++ file may only be re-compiled once, for example after the file is modified, all of the intermediate files are re-linked, thereby generating the final executable, in every build. Over the course of the development life cycle this can mean having to re-link a game many thousands of times before it finally reaches the consumer. Reducing the overall time each link takes makes a significant impact to the games development process.

    READ THE WHOLE POST 

    Quick wins for speedy links

    ARTICLE BY: Binutils Team
    POSTED: Mar 03, 2016
    TAGS: De-duplication, Dead-code stripping, Linker, LTO, Toolchain

    Linking is the final stage when building your C/C++ program code. As a developer, you must wait for the link to complete before you can run or debug your program. Any delay in the process slows development and can become frustrating.

    READ THE WHOLE POST 

    Linker Optimizations

    ARTICLE BY: Binutils Team
    POSTED: Nov 10, 2014
    TAGS: Build, Linker, Toolchain

    When developing for games consoles, there are known limits on the amount of storage available. Learn about two Linker features which can help with this; dead-stripping and de-duplication.

    READ THE WHOLE POST