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DarkBASIC Professional Discussion / How many lines have you done?

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BoB Vila
22
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Joined: 27th Feb 2003
Location: United States
Posted: 13th Mar 2003 04:04
Like the title says.
Whats your longest DBP project thus far? (in lines)
And whats the project about?

I've only been using DB for a week, so naturally the first program I'm working on is for the Retro comp.(Top Secret though) Its only at 356 lines. But its steadly growing.
Bobvila.com made me take off my avatar! (dunno how they found out)
Shadow Robert
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Location: Hertfordshire, England
Posted: 13th Mar 2003 04:46
longest DBpro program sofar is UIS @ 44,000-ish lines
still got alot more to do though

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Andy Igoe
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Location: United Kingdom
Posted: 13th Mar 2003 05:18
It's hard to really count because I break my code down in to includes to keep the base project manageable, I guess somewhere just shy of Raven's figure at about 20-30 k lines.

My current project Terrascape is probably only about 3000 lines because it very efficiently re-uses code... A bit like patch 4 really. Mind you the distributeable zip still comes in at a hefty 30mb...

Pneumatic Dryll, Outrageous epic cleric of EQ/Xev
God made the world in 7 days, but we're still waiting for the patch.
Shadow Robert
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Posted: 13th Mar 2003 06:40
the only reason there is so much code for the UIS is cause its a complete rewrite of the windows MFC system - classes, memory, etc... as well as an editor capable of utilising it ... which was first created in a previous version of itself.

UIS 0.1.5.0 is around 7,000 lines of code
UIS Ciyanna Editor 1.0.1.0 is 6,000 lines of code
UIS 0.2.1.0 is around 5,000 lines of code
UIS Ciyanna Editor 1.2.4.0 is 26,000 lines of code

which all tallys upto 44,000ish
there is a huge jump in code... and size between Ciyanna Editor 1.0 r1 and 1.2 r4 mainly because 1.2 is capable of recoding - has a Visual Editor, has OOL dropdown text plus more feature you can shake a stick at.

but somehow i don't think until 1.3 will i release it
and really if i included gameSpace in this, i could up the anté even further as gameSpace is another 32,561 lines of code on its own but uses UIS too, hehee

i wanna show some more off of that, because most of the code is the truely awesome render engine i've put my heart and soul into

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Shadow Robert
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 13th Mar 2003 06:41
hey have you notice that every 10,000 lines of code DBpro Editors speed kinda slips a little? it certainly doesn't like larger project much

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Andy Igoe
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Location: United Kingdom
Posted: 13th Mar 2003 06:48
Nope, I break mine up into includes every few thousand.

Pneumatic Dryll, Outrageous epic cleric of EQ/Xev
God made the world in 7 days, but we're still waiting for the patch.
rapscaLLion
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Location: Canada
Posted: 13th Mar 2003 06:53
HOLY BAJESUS!!! My biggest proggy is like 3k lines... I thought mine was big :S

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
Shadow Robert
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Location: Hertfordshire, England
Posted: 13th Mar 2003 10:10
usually i try to as well, but i like simliar functions in the same included files
but sometimes happens so that i need alot of functions in a single include.

i've been bitched at by 4 people so far on how i code in Pro, and two others just arn't really fond of how i lay things out ... because i set everything up as if its in like C

so i have Header's with Types/Contants/Functions
i then have CodeSource's which are full of functions that are more program specific ... finally i have a layer of Direct Link Source which is the main programs - then its all tied into a main program CodeSource

i mean with the DBpro/DarkEdit editors i can kinda understand why people don't like it, because its not really greatly easy to see what is where and everything - but i find it so much easier to keep everything neat, and contain bugs easier ... cause i can just cut out sections of code in a single source, no worries cause nothing else is affected - so no trawling through source just to find a small section that could've messed up.

also been kinda pee'd upon about the fact i also use the type designation, rather than using straight variables - but i dunno how people remember so many variables in thier programs nameing them a,b,x,h etc...
ho hum i dunno its funny really cause for the size of the programs, you have like 1,000-3,000 maybe less lines of code which will actively be run per loop ... you just have everything else there from libraries you make, other functions which will can be used later if needed - plugin support

games generally won't get really quite as high as most of the things i develop, however Black&White has i think 10,000 lines of Ai basecode and more thats create per creature which is autoscripted whilst playing.

hehee but this is like an amature community mostly, so don't expect anyone to go overboard - i think games that hit around 4,000 lines is roughtly right for most games around here
anything with complexities of say Quake2 will probably get as high as 6,000 perhaps

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Beta1
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Posted: 13th Mar 2003 11:58
dunno exactly how many but my current project is probably approaching 1000 including all its includes - I tend to keep all the realted stuff together in includes that I can reuse - my physics stuff goes in one, the collision detection in another etc. The previous version was bout 800-1000 lines in total + another 200 or so for the landscape editor. The current version I'm working on which includes a totall rewrite of the terrain engine (inspired by PneumaticDryll's holiday scenery post) is already 500 or so and that doesnt include any of the physics/collision stuff.

I think the scenery engine will probably top out at around 1000 lines in this incarnation and then get cut back by a couple of hundred once I get round to making the functions more generalised and optimise some of the maths (and remove some stuff which is a relic of an earlier version )

I expect the final project to come to between 2-3000 lines, + a lot of data files

Kangaroo2
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Posted: 13th Mar 2003 13:33
My biggest prog is 22,000 lines and growing. Its pretty optimised too - no waste if you don't count rem lines

Coming Soon! Kangaroo2 Studio... wait and quiver with anticipation! lol
[email protected] - http://www.kangaroo2.com - If the apocalypse comes, email me
Shadow Robert
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Posted: 13th Mar 2003 13:43
lol ... sod not counting remarked code, i've got ALOT of that just to remind myself what some sections do

when you hit that many lines its just stupid to remember what does what without them

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Rob K
Retired Moderator
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Location: Surrey, United Kingdom
Posted: 13th Mar 2003 18:30
@Raven

That must take YEARS to compile!

DBP's compiler is currently pretty slow - for some strange reason it has to write the exe out EACH time and then run in, rather than just executing the executable as another thread under the compiler's process which would remove the necessity for

a) Writing the executable
b) Bundling in the DLLs
c) Loading the DLLs each time

I wrote to Lee on this issue and he has said that he plans to optimise the compiler in future - after the 3D engine has been sorted out, so I am guessing he means Patch 7 or 8 maybe.

Current Project: Retro Compo. Entry.
Rob K
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Posted: 13th Mar 2003 18:31
BTW - My largist project WAS 10,000 lines under DBClassic. Current DBP retro games compo is about 1,700 lines if you include all the include files.

Current Project: Retro Compo. Entry.
Shadow Robert
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Posted: 13th Mar 2003 21:12
lmao... well not years - but i can comfortably go downstairs and make a tea whilst it boots up

which is why i usually have a second window with a basic version which i can just plug into the main files hehee

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Rob K
Retired Moderator
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Location: Surrey, United Kingdom
Posted: 13th Mar 2003 21:31
a 12,000 line code project I compiled recently (not mine!) - took at least 30 seconds to compile and the editor was noticeably slower

Current Project: Retro Compo. Entry.

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