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DarkBASIC Professional Discussion / Typical number of lines for a finished DBP app?

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C0wbox
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Posted: 17th May 2010 15:29
Just out of curiosity how many lines is a typical completed DBP app?



(Or, if you've completed an app, how many lines is your longest? - and what exactly did you use that many lines to do?)

=PRoF=
23
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Posted: 17th May 2010 15:44
I have a few projects on the go.

most are in the early stages and only weigh in at between 3500 - 5000 lines

Snakerunner is the most complete at about 10000. (search youtube for themadprof420 to see what its like)

Altho a lot of those lines are comments, notes, reminders and instructions on how to use various functions.

Van B
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Posted: 17th May 2010 15:48
My games tend to be 3000-6000 lines, but I don't comment very much, so that's mostly just code.

Applications can be longer, depends on what they have to do - because it's quite straightforward to re-use code in a game engine, as opposed to an application.


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C0wbox
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Posted: 17th May 2010 22:05
Hmm. xD

Well, that's certainly interesting if anything.

I was just concerned when I saw something that was 44k lines and wondered how on earth someone spent 44k lines doing that. (Then I made Soup, which was 2k lines and didn't really understand how projects get so big. :S)

Oh well.

Mobiius
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Posted: 18th May 2010 15:56
Look at the FPSC source and count the lines in that.

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Van B
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Posted: 18th May 2010 16:01
Yeah, the FPSC source is a good example of a massive project, however that does not reflect a FPS itself, it has to do so much more than a straight-coded FPS game. I'd be surprised if a FPS game in DBPro used more than 10,000 lines - when a game uses tens of thousands of lines of code, then it's time to look at scripting.


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KISTech
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Posted: 18th May 2010 17:43
Worlds Apart Online is coming up on 11,000 lines. A few comments here and there, but mostly code.

DVader
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Posted: 18th May 2010 23:21 Edited at: 18th May 2010 23:22
Hmm, for most projects I would say about 8, then the newb gives up and starts playing his fave mmorg.


Sorry to any new folk out there who take offense, I am merely having a chuckle. But I am sure if all the started projects were included in the list the line rate would drop drastically.
Seriously though 3000+ lines is a good benchmark, unless it's hello World, in which case you may have gone overboard ;p. I have had some projects at 10000+, a desert strike remake I never got round to finishing for one, and an old one called antimorph, which was going to be a res evil style game. That one was probably the biggest as it had cut scenes and all sorts of odd camera angles etc. Unfortunately, the launch of DB Pro killed it as, unknowing as I was at the time I just jumped in and loaded it in DB pro. After that it never worked again and I couldn't face going through and trying to fix it. But hey ho, lol, that was a long time ago.

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GIDustin
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Posted: 19th May 2010 01:15
My last game got to 15,000 when completed. I commented alot, and the game had full multiplayer support.

The map editor my current game has 13,000 lines. The game itself hasn't really been started yet but I can only imagine how big it will get.

Brendy boy
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Posted: 19th May 2010 01:21
my map creator has more then 20000 lines of dbpro code and at least 20000 lines of c++ code

"After you finish the first 90% of a project, you have to finish the other 90%." - Michael Abrash
CumQuaT
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Posted: 19th May 2010 03:55
I'm working on two projects at the moment. The first one, CyberBlade, is a scrolling shooter arcade game using only sprites. At the moment it is 1400 lines of code, and the final product is looking to be about 2000 lines.
The second project, The Sword of Ahkranox, is a full 3D fantasy RPG with all the trimmings. It's currently in early stages of development and I'm at the 16,000 line mark. (I'm a compulsive commenter, though)
Flatlander
FPSC Tool Maker
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Posted: 19th May 2010 05:15
Yup, FPSC is an application and not a game. For those interested, FPSC v116 is 42429 lines.

My mod is 18092 which makes the application over 60,000 lines of code.

So far FPSC v117 is 46476 lines of code.

Again, this is an application to aid in the creation of FPS Games and with my mod to create RPG with a FP perspective. A lot has to go into it so that it is versatile and to allow simple scripting capabilities along with a drag and drop map editor.

So, I guess you could call this post a little off topic.

CumQuaT is proving that RPG is not an easy game genre to create and trying to make available features and systems in a game development tool is not so easy either.

tiresius
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Posted: 19th May 2010 18:41
My game engine is currently 5k and my level editor is 6k. Unfortunately I don't have a ton of scripting in it (or planned for) so I expect the game itself to hit 15k and the editor to top off at 10k when it's done. But who knows... some major portions of the game haven't been written yet.

And I'm not looking forward to those compile times!


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Sasuke
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Posted: 19th May 2010 20:57
My game engine is roughly 28K and that's with tons of scripting, my editor is actually only a few thousand because it's designed to plug into my engine. I'm about 20 percent done creating my game engine so it could be hugh by the time I'm done though there are a ton of optimizations I need to do. The game in the works has just reached 11K, should be around 15K when it's done.

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C0wbox
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Posted: 19th May 2010 20:57
Well I must be a freak or something

Or don't comment enough. (I thought I commented more than most people xD)

Oh well I can only be proud of my 2k achievement

KISTech
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Posted: 19th May 2010 21:06
You probably do comment more than most. I know I don't comment enough.

That fact that you have a completed project is enough to be proud of.

Mobiius
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Posted: 20th May 2010 10:37
My current game is at 4823 lines. It's pretty much finished, mostly just asset creation to do now.

It's only a small game! lol

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Morcilla
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Posted: 20th May 2010 12:10
Yes the typical range seems to be [5000,15000]

Everything under 5000 uses to be a small game, as if it is over 15000 it begins to be 'big'.

Numbers are not fixed because it uses to depend on the way a programmer codes and how much he/she documents the source code.

Green Gandalf
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Posted: 20th May 2010 12:24
I think I've got about 1000 programs each about 20 lines long.
Jaeg
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Posted: 20th May 2010 15:41
I have a question for you people with really large sources. Do you break it up into multiple files? I tend to but I think that's because of my c++ background.

I've remade the same game with dbpro, then with c++ and irrlicht, then back to dbpro. hehe Largely that was because I was having issues with animations slowing down in dbpro but in the newer versions the issue seems to have been fixed.

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Mobiius
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Posted: 20th May 2010 15:58
I have each unique section in it's own file. For example, all my addin functions) go in on file, audio stuff in one file, AI in another, things like that.

This is the best way (from a coding perspective) as if you do a good enough job, you can port code to other projects simply by copying the source file into the new project folder. I do this and it's a lifesaver! lol

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luskos
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Posted: 20th May 2010 16:17
My current project is arround 80% done and it`s ~930lines including comments and empty lines + it`s not optimized at some places.

And as Mobiius pointed most of it is portable, because i write it on peaces and assemble them when they are done.

Where there is a will, there is a way.
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TyJBr2
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Posted: 22nd May 2010 12:41
My project is a little over 2000 lines.
It makes a menu using BlueGui/Darknet. Host,Connect to IP,Search Lan,Exit buttons a plane with fence texture behind it I plan on rotating mabey.

Connect to IP button if pressed makes a BlueGui textbox to paste in an IP.Press enter.

Then goes to character selection with 3 buttons Prev,Next and Pick to pick from the 25 DarkMatter models I have.Flips through them when you hit the buttons moving the camera and plane.Hides the previous and slides over to the next showing ,plays idle animation.

Pick button picks the model.

A view kinda like Neverwinter Nights and a mouse marker ,left click to move.Right click to attack.
1 Tree I made in TreeMagic and 1 rock I made in PlantLife.
1 ground object I made in CatographyShop.
1 skybox from DarkMatter.

A bunch of text feedback and buttons to hide show object bounds.

A good chunk of code is just loading models at the moment.

Just kinda having fun messing around with the DarkNet advanced sample with my own twists.
It will probably be looooooooong when and if I get done with it.

Heres a few screens in a zip.

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