Line Count

Been a while since I posted one, I think. That last count saw Client + Host Code — just the client and host, not including the network apis etc, at 629,208 lines of code (3 years ago).

Current count, including network apis and now also unit tests: 623,880.

We’re getting more from less by increasing amounts of code-reuse through good encapsulation, and we’ve also been forced to weed out chunks of code, of varying sizes, that were interfering with or preventing desired functionality.

Ramp and I have been working on the persistent map/mission connection system, and have been incorporating various ideas the two of us have had over the years, resulting in a fairly nice API at the coder level, that produces pretty efficient low-level code.

Also found various bugs that probably caused CTHLs over the years, and seem to be nailing them down.

4 Comments

Looking forward to seeing what this work leads too. Anything that cuts down on CHTL problems will be VERY welcome to many players.

Keep up the good work.

!S MW.

Hello KFS, I heard at the latest RAT Chat that there will be some work done host side so more players could build a player placed object together. Is this difficult to do? Is this something for the short term or long term?

I can only think about all the possibilities this would open……*dreams*

Another question please…I tried to follow your posts about the new grid system, but as a non developer I am still not sure if I understood the benifits of this new system, could you maybe try to make a small summary for us amateurs? *please*

in a nut shell, he is separating things that no longer need to be batched and updating/optimizing everything else. thats how i understand it i could be mistaken.

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