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Tim Sweeney Interview
Tim Sweeney talks to GameDaily about all things Unreal Engine 3, including the adoption of the engine for use in television and film. Interestingly, he also reveals that the engine is now up to 2 million lines of C++ code for the engine and 150,00 lines of UnrealScript.
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#2 |
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lines of code doesn't tell anything except the number of times the "enter" or "return" key was pressed.
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#3 |
... OTOH how what unit of measurement would be useful to measure the 'size' of a program ? Lines of code ? #number of classes or files used ? ... |
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#4 |
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depends, what do you mean with "size"?
size metrics for source code have only a useful relative meaning, but number of lines of file size is pretty much always a useless metric. Number of statements can be useful, memory size can be useful, compiled code size, etc. these can be useful
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#5 |
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Registered User
Join Date: Jul. 15th, 2004
Posts: 223
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Nothing, it's just plain stupid to 'measure' a program. A program has to fullfill the tasks it's written for in the most efficient way possible. Like elmuerte said, lines could mean anything: empty spaces, redundant code, programmer notes, actual useful code, etc.
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#6 |
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While the number of lines of code in a program is certainly not an accurate representation of how much actual "code" is present, it does give someone who is unfamiliar with programming some sense of how much thought and work goes into creating a game engine such as UE3.
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#7 |
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no it doesn't, there is no relation between required thought and the number of line of code that it resulted in.
also, previously invested thought time for old solutions is not shown because those lines of code have been replaced.
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#8 |
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Also lines of code means nothing other than what elmuerte has stated, and gives the wrong impression of why code is complex.
Code:
for (i=0;i<j;++i) dothis(); Code:
for (i = 0; i < j; ++i)
{
dothis();
}
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#9 | |
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Quote:
Imagine a program that needs 10,000 lines less code because someone found a better solution ... I think there is no real way to indicate the complexity of code to anyone who is not familliar with the subject at hand. // another example : Code:
int addone(int i)
{
return i + 1;
}
main()
{
...
int i = 0;
int j = 10;
while (i < j)
{
doThis();
i = addOne(i);
}
...
// --- It is interesting to see what game-development tools are doing to 'traditional' Hollywood industry. Last edited by JaFO; 31st Aug 2008 at 12:43 PM. |
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#10 |
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On the flipside less lines does not always make 'better' code either
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#11 |
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McCabe's Cyclomatic Complexity metric is quite a good indication of code complexity, and there are a few other good metrics when it comes to code complexity.
But code complexity is something very different from source code size metrics.
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#12 |
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Registered User
Join Date: Feb. 8th, 2008
Posts: 199
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elmuerte is correct. 2 million lines of 'print' statements does not equal a complex piece of code neither does 20 million.
With the case in hand though a fair chunk of that can be assumed to be complex code and not just 'print' statements.
Last edited by Severin; 31st Aug 2008 at 06:14 PM. |
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#13 |
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Everybody should know that assumptions are bad. Assumptions result in rockets blowing up, collapsing bridges, demoguy and darkpulse.
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#14 |
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Registered User
Join Date: Feb. 8th, 2008
Posts: 199
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If they managed to get UE3 up and running just by using prints then hats off to them I say.
But your right you can't assume that its not. (though it almost certainly isn't )
Last edited by Severin; 1st Sep 2008 at 07:09 AM. |
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#15 |
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doing that is much more complicated than doing it the "normal" way.
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#16 |
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Registered User
Join Date: Feb. 8th, 2008
Posts: 199
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There we disagree. As I said above no matter how long the list of prints, its still simple from a code perspective. The thought that would go into such a (insane) project and the end result (output) would be complex though.
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#17 |
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ok, then show me a program that only uses `print' and can list the number of lines in a file.
remember, you can only use `print' in the source code, nothing else. erm.. is there even a print function in C? ok, you can only use `printf'
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#18 | |
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Registered User
Join Date: Feb. 8th, 2008
Posts: 199
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![]() I did say such a thing would be an insane way of coding. Print "1" Print "2" ... Quote:
Edit.. Oops my bad. I misread your challenge. Nope I cannot come up with a version that would read another file. More edit... For something graphical you could conceivably come up with something by overlaying prints at the same x,y coords... aggh i'm starting to take this premise seriously. Last edited by Severin; 1st Sep 2008 at 12:22 PM. |
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#19 | |
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Quote:
But as said, that's still not all that useful to compare any project to any other project. |
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#20 |
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Banned
Join Date: Sep. 3rd, 2008
Location: Dhaka
Posts: 3
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FINE SYSTEM
HI
THIS INTERVIEW IS FINE. THIS SYSTEM IS NICE.
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-spam removed- |
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