I got one game prototype with about 26,000 lines and a small mobile game with ~7000 lines
also some tools which are about 2000-3000 lines each (self written). Overall I do manage to have ~50k while maintaining
a good level of extendable code, plugin usage, modules so that hunting down a bug will not end up in a hours task.
If I get a bug I will exactly know where it is coming from, at least at this time, maybe this will get harder if the codebase
gets bigger.
Yeah but you know, unity’s managed to keep my project pretty well managed due to how flexible it is. I would argue I would be in a lot more trouble with classic C++ since the object/script based model allows a lot more containment and reusability.
I’m counting only original lines stripped from comments…it’s a game project for iPad and desktop and only half of the features are in a completed state but the more I’m spending time with this project, the more I see the lines of code number going down
I’m working on an iPhone game and currently have about 100 lines of my own code so far and 3 scripts. The most functional code so far is for the player, so it has many more lines of code than the enemy as of yet. I also coded an intermittent waterfall which didn’t take up many lines either.
i have more midi notes controlling things in app then code, i think im at 90,000 midi events maybe 10,000 lines of code ( but the code is so l33t sometimes i amaze even myself )
69 C# files here (no external script), 14553 real LOC (= by stripping out comments and blank lines).
(I had a 20000 LOC version back in 2009, but entirely rebuilt it from scratch to a 5000 LOC version).