(Cocos2D-X v3.9) Entire Library compiling on every build

I just created a new project using Cocos2D-X v3.9. Project created fine and I was able to run the project using the cocos command line. The initial build took a long time and hogged my laptop resources to the ground. I have a 8GB with 256GB Solid State HD and I5 processor but no apps were running and my BG processes are minimal.

After the compilation the win32 app launched. I closed the app and ran the following command again, expecting the compile to be quick since the libs were already compiled.

cocos run -s -p win32

The command line build started compiling the entire codebase again. I had not even added any changes to any files yet. After painstakingly waiting for entire project to compile, I tried two more times and the entire project compiled again.

Could someone please take a look and advise how to make the codebase to only compile the entire codebase if I have made changes to the libs, thus requiring the entire project to compile. IT is currently frustrating to wait that long for a build.

I’m sure there’s a way to get the command line build system that cocos run uses to build incrementally in a more efficient manner, but for now you could open the project in VS2015 Update 1 and see if their new build and debug information database model works to help speed up your builds.

Ideally guidance on linking a statically compiled version or a pre-compiled .dll will be given by the core team on the programming guide.

VS2015 Update 1 drastically sped up our build times. YMMV

You could download “Microsoft Visual Studio Community 2015”. It is free to use. If you build with MVSC 2015 you do not have to rebuild the libs every time.

On my harddrive MVSC 2015 takes up 3,5 Gb of space.

https://www.visualstudio.com/en-us/downloads/download-visual-studio-vs.aspx

Thanks for the responses. I already have VS2015 Enterprise Update 1 version. When I tried building in VS2015, the build kept failing. Finally, did a clean and build for entire solution and finally got the win32 app to launch.

Observations: Using VS2015 Update 1, the build hogs up the computer to almost useless but after the clean/build, I clicked F5 and was able to run the project and launch the app.

This is an old problem which never bean fixed .
also the way the cocos console creates each time the entire engine also problematic .
also i do which that cocos will have more support for mingw on windows using
Qt creator or Code::blocks they are much lighter and cross platform.
i once did the port to Qt creator :
http://www.cocos2d-x.org/wiki/User_Tutorial-mingw32_and_QtCreator_on_Windows