Flameduck, really enjoyed reading your post! You have excellent judgement and of course I take note form the IDE concerns that you raised. Of course, I bumped into problems with Blitz3D IDE bugs on big source files. The response I had was to split my source module into smaller chunk of source files. Today, that same subproject is 2 files; a main function file, and a data file. I use another IDE than Blitz to maintain it.
Well, Flameduck, if you're asking me what are the biggest singular monolythic modules I ever made, they border 5 digits in number of lines, so it's nothing like 100K lines of code, but it is still to me a case of "big monolythic sourcefile".
I absolutely do not agree here. A general purpose sprite engine that does it all spritewise, that has it's own mini script language, and that is self contained on it's singular purpose of generatign sprites and managing them, shouldn't need constant tweaking to adapt to projects. What it should get are updates to it's features.
Done many of those then?
Well, Flameduck, if you're asking me what are the biggest singular monolythic modules I ever made, they border 5 digits in number of lines, so it's nothing like 100K lines of code, but it is still to me a case of "big monolythic sourcefile".
Why? A module is a module regardless of how many lines of source code it contains. Also maybe your sprite engine needs to do two slightly different things in two different games. Great. Now you have *2* monolithic source files to maintain, rather than just having to maintain the differences.
I absolutely do not agree here. A general purpose sprite engine that does it all spritewise, that has it's own mini script language, and that is self contained on it's singular purpose of generatign sprites and managing them, shouldn't need constant tweaking to adapt to projects. What it should get are updates to it's features.