Writing the C++ code for the EVE launcher is but the first step in getting the launcher to run on EVE players machines. The code is then compiled, the resulting executable and all its dependencies staged in a folder. This folder is then used to create an installer as well as packaged for downloads for the launcher auto-update mechanism. We use TeamCity to run these builds of the launcher from the source, triggered by checkins. Build agents The machine used to build the launcher has to have the correct software set up - the correct version of Qt , the compiler and the installer framework. For Windows, this meant manually setting up a virtual machine by running the Visual Studio installer, followed by the Qt installer and so forth. The Mac was similar, except it wasn't a VM but a Mac Mini sitting on my desk. The EVE launcher is a small project and the build process is about 6 minutes (including unit tests, compilation of launcher and updater, installer and upload to Amazon) so...
I am a software architect at CCP Games. Work on the launcher, Wine support, graphics engine and other random stuff for EVE Online, usually low level. This blog details some interesting things I run into at work, as well as new things I'm trying out in my spare time. Lately I've been picking up new programming languages - Erlang/Elixir, Go, Swift whereas most of my work in the past is in C++ and Python.