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Replying to @cmuratori
@nothings@dotstdy ... and there's no chance of dependencies getting fucked up by a build system, since everything is always built.2 replies 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@dotstdy 2 of those 3 can be achieved by 'cc *.cpp', though, and I don't think the remaining one is that substantial.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@nothings@dotstdy what's the biggest (in ambition/scope) project you've built like this? Whole game or tools or...?2 replies 0 retweets 0 likes -
Replying to @mmalex
@mmalex@cmuratori@nothings@dotstdy Also curious about the largest team that you've worked with that's done that.3 replies 0 retweets 0 likes -
Replying to @mike_acton
@mike_acton@mmalex@nothings@dotstdy I just cloc'd as a reference - after preprocessing, I'm 5.5megs, 120k code lines.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@mike_acton@mmalex@nothings@dotstdy For reference, the biggest commercial product I've shipped (Granny SDK) was around 50k code lines.2 replies 0 retweets 0 likes -
Replying to @cmuratori
@mike_acton@mmalex@nothings@dotstdy So I suspect I will be able to ship everything _I_ will ever ship using this method easily.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@mike_acton@mmalex@nothings@dotstdy The code bloat / C++-heavy style of "modern" game dev, on the other hand, would probably not go well.2 replies 0 retweets 0 likes
@mike_acton @mmalex @nothings @dotstdy Because I don't know if this method scales to million-code-line levels (and I don't need it to).
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