That matches my experience as well. It takes a nontrivial amount of discipline, but it’s possible to structure a C++ project for fast builds. In theory, having a module system that isn’t based on text substitution should give Rust an advantage, but on the minus side, the crate structure gives you fewer knobs to optimize.
Avoid over-templating, don't inline expensive functions, put expensive #includes inside .cpp files instead of headers, use internal linkage whenever possible, etc. Doable in theory, painful to get there in practice if you've already dug yourself into a hole, and you can't get out of said hole without convincing the rest of your team/organization to change their coding practices accordingly.
- plugin architecture for the software ; plugins are dynamic libraries when developing (everything is linked statically for releases which take of course much longer to build with lto, etc.)
- building on Linux (it's seriously slower on Windows, when using the exact same compiler on the exact same SSD)
It’s a large topic, but the most important goal is to minimize the amount of code that’s transitively included in headers.
That can mean avoiding templates, or (if you’re willing to do the work) using explicit instantiations in one source file only.
Use the PImpl pattern so that users of a class don’t need to know the declarations of its private members.
And whenever reasonable, design your method signatures so that objects are passed by pointer/reference — this means you can work with forward declarations instead of always having to include the full class declaration.
Do all of that only where reasonable. Small headers usually don’t matter much, and avoiding dependencies on headers that users are likely to include anyway (like <string>) doesn’t win anything either.