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^DJ_Link^
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« on: January 06, 2012, 04:52:27 AM » |
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Though it would be interesting to share lines of code from our projects. I used http://cloc.sourceforge.net/ so I know these are without blank and comments lines Vizati (Game)(C++)(Released) -> 7702 (without engine) Anadea (Game)(C++)(Released) -> 2719 (without engine) (Engine) (C++) (WIP) -> 41529Current Game I'm working (C++) (WIP) -> 14495Anyway share your stuff too.
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« Last Edit: January 20, 2012, 03:38:45 PM by ^DJ_Link^ »
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PompiPompi
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« Reply #1 on: January 06, 2012, 04:54:45 AM » |
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Over 9000!
Seriously, what is the point of this?
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 Kickstarter? no no no... it's Kicksucker...
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Netsu
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« Reply #2 on: January 06, 2012, 05:02:13 AM » |
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wc for line count: Trajectory (released) -> 3542 (with an engine I wrote) Hullfire (not finished) -> 11526 (with engine, which I also wrote) All in C++. PS: It's interesting to compare how much code goes into other people's games. Everyone wants to know if their virtual dick is average sized or not 
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Mstrp
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« Reply #3 on: January 06, 2012, 05:18:35 AM » |
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Erosion (WIP name) Client - 5603 Server - 10142 That's 15745 lines in total.
But thats from a few weeks ago, i would guestimate it to be around 20k+ by this time. It's a bit hard to measure at the moment as the basecode for the client is beeing developed with a side project.
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st33d
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« Reply #4 on: January 06, 2012, 05:31:30 AM » |
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Red Rogue currently has 16881 lines of Actionscript according to cloc.
Also it has 3255 lines of comments.
Amusingly it reckons there's 3 lines of Javascript. Which I know is bollocks because I've got a scroll bar script, jQuery and swfobject in there.
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Average Software
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« Reply #5 on: January 06, 2012, 05:41:27 AM » |
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Franchise currently stands at 71579.
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Netsu
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« Reply #6 on: January 06, 2012, 05:42:58 AM » |
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Also it has 3255 lines of comments.
Of the 11526 lines of Hullfire only 430 are comments... half of which are probably commented out lines of code. I should comment A LOT more.
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^DJ_Link^
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« Reply #7 on: January 06, 2012, 05:45:45 AM » |
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Average Software
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« Reply #8 on: January 06, 2012, 05:55:20 AM » |
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Franchise currently stands at 71579.
This was my own raw line count script. Using your little tool, my game has 51562. The accompanying campaign editor adds another 21547. My script counts GLSL code, which this tool does not, so the numbers should be a touch higher. I was interested to see that my game code has just over 12000 blank lines. Gotta love whitespace. ------------------------------------------------------------------------------- Language files blank comment code ------------------------------------------------------------------------------- Ada 429 10965 5476 47384 C 16 657 381 2666 Objective C 8 284 110 1112 C/C++ Header 19 131 102 255 make 3 52 0 145 ------------------------------------------------------------------------------- SUM: 475 12089 6069 51562 -------------------------------------------------------------------------------
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ThemsAllTook
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« Reply #9 on: January 06, 2012, 05:56:44 AM » |
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19506 lines of C in the main game, plus about half that much in supporting library code.
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Netsu
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« Reply #10 on: January 06, 2012, 06:04:17 AM » |
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Great tool you have there  http://cloc.sourceforge.net v 1.55 T=1.0 s (33.0 files/s, 11526.0 lines/s) ------------------------------------------------------------------------------- Language files blank comment code ------------------------------------------------------------------------------- C++ 23 997 244 9055 C/C++ Header 9 137 59 1002 make 1 13 0 19 ------------------------------------------------------------------------------- SUM: 33 1147 303 10076
Using grep '//' gave me more comment lines because some lines have both code and a comment in them.
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st33d
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« Reply #11 on: January 06, 2012, 06:08:53 AM » |
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Also it has 3255 lines of comments.
Of the 11526 lines of Hullfire only 430 are comments... half of which are probably commented out lines of code. I should comment A LOT more. I probably comment too much. But there's lots of weird special abilities for items and races that have to be implemented in really strange places in order to work. (eg: Wizard Hats doubling their first enchantment could only fit as a hack in the enchantment code.) Not to mention all the hacks that comprise the procedurally generated stuff. A sign of well written code is code that doesn't need comments.
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Netsu
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« Reply #12 on: January 06, 2012, 06:13:04 AM » |
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Well, I don't need them now, but understanding how the game works a few years from now would probably take me much less time if it was well commented. I try to keep everything well divided and clearly named though.
What would happen if somebody else had to decipher my mumblings is a different story.
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Average Software
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« Reply #13 on: January 06, 2012, 06:19:02 AM » |
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A sign of well written code is code that doesn't need comments. You have to draw a distinction though between 'why is this code doing this?' comments and 'documentation' comments. A proliferation of 'why the hell?' comments usually seems like a sign of some bad code, while you often can't have enough documentation comments.
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zacaj
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« Reply #14 on: January 06, 2012, 06:26:07 AM » |
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The beginnings of a 3D engine Im working on: ------------------------------------------------------------------------------- Language files blank comment code ------------------------------------------------------------------------------- C++ 33 524 408 4357 C/C++ Header 38 318 632 1484 HTML 2 0 0 100 ------------------------------------------------------------------------------- SUM: 73 842 1040 5941 ------------------------------------------------------------------------------- Im surprised theres so many comments. Ive been trying to comment my code more (than none), but 1000 is surprising. Im also surprised theres only 6000 lines of 'code' my first game, a simple match 3 puzzler, had ~9000
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My twitter: @zacaj_Well let's just take a look at this "getting started" page and see-- Download and install cmake
Noooooooo
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