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Geek Culture / How long is your longest project's code?

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NeX the Fairly Fast Ferret
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Posted: 20th Jul 2009 02:14 Edited at: 20th Jul 2009 02:15
There's been one before of these I know of, but that was quite a long time ago methinks. I was interested to see how long my newest game engine was (that does everything but the "game" bit of the game, such as multithreaded loading, interface, plug/play joypads, etc.) and was fairly shocked to see it amounted to 22950 lines. (of which 15633 contained code)

Hadouken Game Engine: 15633


What about your projects? If you have a detailed breakdown, please include it in code tags.

SunnyKatt
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Posted: 20th Jul 2009 02:47 Edited at: 20th Jul 2009 03:02
Well, the coding language I use doesn't have a method for counting lines, which makes me really angry. It should be a necessary feature.

But I would guess quite alot.

EDIT2: MORE MORE accurate guess: only 5,000 or so. Wimpy.

Project: Bleare Kingdoms, Giant Strategy RPG

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NeX the Fairly Fast Ferret
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Posted: 20th Jul 2009 02:50
If it's C/++ based, use CNCC. There's bound to be a BASIC line counter somewhere.

SunnyKatt
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Posted: 20th Jul 2009 02:51
I use GML - Which uses a ton of ~500 line files all strung together under the engine. And as far as I know, it doesn't count them.

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Grog Grueslayer
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Playing: Green Hell
Posted: 20th Jul 2009 03:13
Geeze, 15,633! I don't know the breakdown but I think my current project is the biggest at 4,060 lines in 1 file of straight Darkbasic Pro code.

bobbel
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Posted: 20th Jul 2009 10:01
My longest code was about 1200-1300 lines :S

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TheComet
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Posted: 20th Jul 2009 12:04
Can't wait for zzz to post here...

Mine hit 9'345 lines.

TheComet


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Blobby 101
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Posted: 20th Jul 2009 13:11
My current project is at 1867 lines. It's quite badly structured though so that could definitely be lower :S

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Grandma
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Posted: 20th Jul 2009 13:28
Around 45000 since last count, though it's probably 40000 if you count spaces and comments.

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NeX the Fairly Fast Ferret
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Posted: 20th Jul 2009 13:42
Whoa, what are you working on?

Grandma
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Posted: 20th Jul 2009 14:07
Quote: "Whoa, what are you working on?"

The thing is, I'm not. It's on ice because of limitations of DBP. GDK removes most limitations, but there's no newton wrapper for it and I doubt I'm capable of writing one. The whole game is built around newton you see.

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David R
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Posted: 20th Jul 2009 15:03 Edited at: 20th Jul 2009 15:11
It isn't my longest project, but my current (game) project has the following stats. Only been going since about March, and I'm closing in on Alpha, so it's fairly concise (and lacking polish)

Total Physical Source Lines of Code (SLOC) = 4,970



Gotta say, personally I find lines of code much less important / useful as a measure when coding in C++. If anything, it's how everything fits together that's the "sticking point" rather than the length.

EDIT: That count doesn't include headers either, so it's purely implementation

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BatVink
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Posted: 20th Jul 2009 15:47
You could always add them to the counter again, we reached 900,000 lines...

http://forum.thegamecreators.com/?m=forum_view&t=114949&b=2

David R
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Posted: 20th Jul 2009 17:16
Except not all of this stuff is with TGC products

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NeX the Fairly Fast Ferret
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Posted: 20th Jul 2009 18:15
Oh, that's where it went. How did I not find it?

the_winch
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Posted: 20th Jul 2009 21:51
After 3 years and 460 commits my svn repository contains 357 files and 36,690 lines. The largest project is 3,675 lines.

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Rudolpho
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Posted: 20th Jul 2009 23:13
Well, the 1.0 release of my Tune application (allows for the writing of midi files) took off at 6191 lines. That's the only real "complete" program I've ever made, I think. At least that fills a certain function / is not a clone of something else.

As for DB projects, my long term project currently measures up as follows (all of which are unfinished as of now):
Teril scene editor: 9163 lines
Teril (testing) engine: 2190 lines
Teril script parser: 433 lines
Syntax highlighting control: 2165 lines
--------------------
Total: 13951 lines

BatVink
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Posted: 20th Jul 2009 23:28
Quote: "Oh, that's where it went. How did I not find it?"


I just had to look in my threads

@the_winch...where do you find total number of lines in SVN?

the_winch
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Posted: 21st Jul 2009 00:40 Edited at: 21st Jul 2009 00:41
Quote: "@the_winch...where do you find total number of lines in SVN"


I did it manually. Did a checkout then just deleted everything I didn't want counted. Then just counted the lines of the files that where left.

There isn't an automated way you can do it with subversion itself. Perhaps there are programs that will analyse the repository and produce that statistic.
An automated approach probably isn't terribly useful unless it has some method to ignore branches/tags of duplicate code. I tag every release and if I don't ignore those tags the lines count jumps from 36,690 to 99,495.

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Jeff032
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Posted: 21st Jul 2009 01:43
There's only ~4250 lines (+500 lines of shader code) in my current WIP C#/XNA game.

The C# app I'm working on at work has 7000+ lines in one of its main files, plus thousands of lines in many other files, and thosands of lines of database stored procedures, one of the procedures being 3000+ lines long. (not my fault)

Dr Tank
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Posted: 22nd Jul 2009 17:15 Edited at: 22nd Jul 2009 17:16
My main project is 14044 lines currently. That's without included code, but there's a lot of empty space and commented out bits too.

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