Is that really 'an average' for modern AAA game?
Damn. That's an order of magnitude bugger then I'd imagine
Is that really 'an average' for modern AAA game?
Damn. That's an order of magnitude bugger then I'd imagine
Just C++ 11,375,669
Total (of everything) 31,379,114
That’s fairly representative of just the tooling side of things for a AAA engine. That’s not counting the logic of the game itself.
a big part of working on them as a generalist ends up being the ability to know how to even navigate something like that (especially since they're often haphazardly documented)
(part of it is that most of the games "fork" the engine rather than using it as a standalone thing)
it's probably not everyone on the team building that whole thing each time, but yea. hundreds of solutions and millions of LOC isn't unusual
*i just did a quick check with unreal's source, it's ~20 million LoC (assuming I didn't mess up the filtering somehow)
Large code bases built and linked with open source toolchains have solved this with, for example, thinlto. And by "large" I mean orders of magnitude larger than the mentioned game.
But yeah, outside of some of the largest of FAANG software, there aren't a lot of codebases that can truly justify 100m lines of code. I'm sure GTA VI is over 100m lines but can be cut down to 10m if that was a priority (it never is)
Especially for games or OS development, you might have shifting toolchains and SDks. Different teams may move out of sync because different teams want different things at a given time.
While I wouldn't want to work on a 10mloc C++ code base either, it sounds totally realistic to me.
Also, sometimes you need to iterate on some very core .h file and touching any of those brings the whole house of cards down and triggers a full or nearly full rebuild.