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Just how many are coding their own?


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#1 Ed Mack

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Posted 09 July 2005 - 05:50 PM

Spurred on by the roll-your-own debate elsewhere on the forums, I am wondering how many of us are making their own engine - So give a quick 'Aye' and a line count for interest.

Aye - 11924

#2 Reedbeta

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Posted 09 July 2005 - 06:08 PM

Aye - officially 0, since not started yet ;-) but if you count the various libraries i've written in preparation to actually starting the engine, then about 7000...if you count tools, add another 7500 to that :)
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#3 Blaxill

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Posted 09 July 2005 - 07:13 PM

'Aye' - err no idea on line count sorry

#4 PhonicUK

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Posted 09 July 2005 - 08:11 PM

Aye - Patch3D.

2462 lines in 17 files.

#5 bladder

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Posted 10 July 2005 - 04:39 AM

of course Aye!

line count is at around 15K currently

#6 SpreeTree

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Posted 10 July 2005 - 08:51 AM

I think every signed up member to this board will be "Aye'ing" at some point

Line count currently sitting at approx. 35,000 line of pure code, and 25,000 lines of comments!

Spree

#7 Bad Sector

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Posted 10 July 2005 - 01:58 PM

Aye - 14163 lines in 147 files (including the core engine, the tools and the libraries i wrote that the tools and the engine uses)

Not sure about actual code:comment code ratio, but i almost never use comments...
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#8 PhonicUK

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Posted 10 July 2005 - 02:17 PM

How many lines would people expect a 2 week old engine to be?

#9 Ed Mack

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Posted 10 July 2005 - 09:54 PM

Depends how much time you spent writing on it, (versus design), ect. Probably a lot, as it's easy to write new stuff quickly.

#10 Wraiyth

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Posted 12 July 2005 - 10:56 AM

Aye. No idea on the line count, its more in the planning stages at the moment.

#11 Steven Hansen

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Posted 12 July 2005 - 04:29 PM

I really wish there was a better concept of engine. Exactly where does engine begin and end? swshader looks like a software graphics engine to me - although its purpose is to duplicate DirectX, and thus extremely core and basic - something that could have a graphics engine built on top of it. So I'm grandly confused.

I've heard an engine defined as a core technology that is meant to provide efficient building blocks for an end product. If that is true, what is the minimum size / functionality for it to be considered an engine. Few of us would consider a string class an engine in itself, yet string functionality can be a very useful *part* of an engine.

Then we have all kinds of engines - graphics, sound, font, physics, etc.

Even when we use third party "engines," we often build substantial wrappers around them. So - is our wrapper considered an engine?

A-hem. Sorry to rant and rave, but this is a truly nebulous topic. On that note however, I've been writing engine style code professionally for about 3 years now. So - however many lines and files that adds up to.

#12 Kenneth Gorking

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Posted 12 July 2005 - 04:46 PM

Aye. Don't know the line count, and I am not counting it by hand!
Size of the source is 1,6mb.
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#13 anubis

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Posted 12 July 2005 - 04:53 PM

Imo when most people think to themselves : "i have to write my own engine" that roughly translates to : "hey, i think i need to learn a bit about software architecture and technique a and b that currently interests me". As most of the stuff never gets finished or stops after technique a and b and effect c have been implemented. It has just become this "thing" in the community to run your own engine, so everybody does it.

Joseph Weizenbaum once wrote that you can recognize a bad computer scientist by looking at his or her aims. Bad computer scientists tend to have aimless projects, that usually never get finished or have a target so broad that it is impossible to judge wehen it's actually done.

Of course that is only half true. Since most of the people here are doing this stuff out of passion and for the learning experience. So... there I go rambling... I think the thread would have been better titled : "Who is currently writing an engine to supprt an actual game", since all the other stuff is better claissified as tech demo or something along those lines.
If Prolog is the answer, what is the question ?

#14 Ed Mack

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Posted 12 July 2005 - 09:51 PM

I pretty much meant tech demo, not who is working on a full blown game.

#15 Reedbeta

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Posted 12 July 2005 - 09:58 PM

Affirmative - what I am planning is basically a platform for making tech demos. It probably doesn't deserve to really be called an engine :)
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#16 anubis

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Posted 13 July 2005 - 05:44 AM

Ah... ok. I thought, because you said that the thread was a fork of the other engine thread currently runing, you meant game engines. Well... there you see how vaguely defined the term engine is.
If Prolog is the answer, what is the question ?

#17 JSoftware

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Posted 14 July 2005 - 07:48 PM

aye! 2426 lines of pascal and still haven't got anything on the screen yet! :cool:
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#18 anubis

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Posted 15 July 2005 - 05:48 AM

naye... i'm currently working on a piece of rendering software. it's works offline and i currently don't have any intentions to squeeze more out of it. right now i'm working on various image filters.
If Prolog is the answer, what is the question ?

#19 cheng

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Posted 15 July 2005 - 01:25 PM

Qualified Aye - I fall more into the comprehensive, re-usable framework category of engine. Currently my line count is around 10,000, including comments.

#20 coelurus

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Posted 19 July 2005 - 09:18 AM

Aye - 72,144

~35,000 when summer started :D Considering I'm quite lazy sometimes I must've written more than a thousand rows some days. Weird.
C, based on a minimalistic core coupled with plugins giving the main app extendable objects yadayada. Since I'm not working as one or studying to become a programmer, this project is totally justified in my mind...





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