"Why does concurrency matter in this case, Mike?" I am following this effort up by writing a fuzzer that generates a test count that will make me want to not have 15 idle cores. Also I am running each test with compiler argument set permutations. The need for compute scales quickly.

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I chose Go because its apis force explicit error handling which helps ensure integrity of results and because I want to run all tests concurrently at the speed of my 16-core build server on every OS without messing around with portable build scripts or writing portable thread code.

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The plan is to embed instructions on what the test expects in code comment files. A 5-ish line config file defines what comments are, and how to parse compiler output.

Now it's a cross-language test harness.

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Currently working on a compiler verification test harness. No link to share yet. gcc uses Dejagnu which I /could/ use, but is overwrought. (tcl ugh) Llvm's is bolted right in to the project. Turns out creating a simple, portable and concurrent one in Go is a weekend project.

One of the tricky challenges when launching a new studio is recruiting developers before you announce your title. My friends at First Strike Games in Seattle are hiring for a fully funded UE4 title. Remote also possible. DM me for details. firststrikegames.com

! I'm Michael Labbé, C, Go and Python programmer focused on gamedev tools and automation out of Vancouver, Canada.

I've been making games for about 30 years and my passion is core tech. I nerd out on automation (build, deploy, more), compilers and think GPUs in the cloud are pretty amazing.

My current project is a data and type definition language which elevates data structures out of codebases and shares it with all components of your game.

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