It should be possible to complete Engine builds quicker than today by distributing it over multiple machines. Server, Client, Game, Editor code builds - they don't need to happen on the same box. Longtail should offer a high-performance storage backend that would allow sharing the artifacts between processing steps.
The big question is really: can we accomplish this split neatly within the BuildGraph?
It should be possible to complete Engine builds quicker than today by distributing it over multiple machines. Server, Client, Game, Editor code builds - they don't need to happen on the same box. Longtail should offer a high-performance storage backend that would allow sharing the artifacts between processing steps.
The big question is really: can we accomplish this split neatly within the BuildGraph?