How many line of code?
I know simple 2D games can be anywhere from 1,500 lines of code to 4,000 lines of code, but how many lines of code do you think there are in professional games like Age of Empires II or Quake III?
Thanks...
-Alex
I looooove programming! Even at my young age.
I think I read in a few interviews that Sweeny says there are 200,000+ lines in Unreal. That''s an extreme example, but it gives you a good idea of how much work goes into a game like that.
Just look at the Quake1 source. That''ll give you a general idea.
------------------------
Captured Reality.
------------------------
Captured Reality.
Postmortem for Vampire the Mask. part II, stated it was about 300,000 lines of code, with about 60,000 lines of java script. I'm quoting from memory, so they may not be exact.
Edited by - Gorky on June 6, 2000 2:10:22 PM
Edited by - Gorky on June 6, 2000 2:10:22 PM
What is it you count as lines? Empty lines, lines only including comments?
How many lines is this statement:
int x,
y,
z;
?
How many lines is this statement:
int x,
y,
z;
?
My 2D Rts Game...not yet at half done...
u all seen some screenshots has about 40.000 lines of asm code...
now take care that asm is more lines then C/C++
Bogdan
u all seen some screenshots has about 40.000 lines of asm code...
now take care that asm is more lines then C/C++
Bogdan
obysoft
One very quick way to count lines of code, is count the number of semicolons in your C/C++ code.
It''s not completely accurate, but it''s close enough.
Just use find, with project scope, and let find count for you!
It''s probably about 95% accurate. The question is, what is really is a line of code. That''s why this method is good. It''s fast and fairly accurate.
It''s not completely accurate, but it''s close enough.
Just use find, with project scope, and let find count for you!
It''s probably about 95% accurate. The question is, what is really is a line of code. That''s why this method is good. It''s fast and fairly accurate.
AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game
I hope you guys don''t get too preoccupied with doing line counts. After all it''s the product which counts.
However, I think you should include a "coder''s log" at the top of you code, inside this you can use it as like a Diary of the development/progress of your game/application. With a diary, it''ll motivate you to do work to make up for the days when you didn''t do as much work
/Memir
However, I think you should include a "coder''s log" at the top of you code, inside this you can use it as like a Diary of the development/progress of your game/application. With a diary, it''ll motivate you to do work to make up for the days when you didn''t do as much work
/Memir
Flash Pool - Pool/Billiards game for Facebook (developed by Memir).
hehe, there''s something satisfying however about sitting down and writing out 2000 lines in a day though... You feel as though you''ve really accomplished a lot of work...
Of course 3 months later you come back, look at the code and think, "Fu*ck I''m lazy look at all the cutting and pasting that could have been handled with an enum and an extra loop.."
Well at least that what happened to me last week . Who can say 2000 lines for a config file loader that loads about 100 configs . I guess it''s the learning that counts.
gimp
Of course 3 months later you come back, look at the code and think, "Fu*ck I''m lazy look at all the cutting and pasting that could have been handled with an enum and an extra loop.."
Well at least that what happened to me last week . Who can say 2000 lines for a config file loader that loads about 100 configs . I guess it''s the learning that counts.
gimp
Chris Brodie
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement