Sure, it also deopends on what sort of game you're making. For example the codebase for a FPS game would be mostly useless and require a HUGE amount of modification to change in order to produce say, a space-sim.
However...
considering the elements and functions contained withion your FPS game, syuch as, say vehicles and more basic operations for the HUD, Front-End, methods of Data-storage/Saved Games etc. etc. Can all still be universally applied.
Personally, I tend to write things in a modular approach with separate functions and wrappers for functions for almost everything. Sure, it probably takes ten times longer, but I can access the iseful bits anytime from anywhere and steal them for other projects as and when necessary.
However...
considering the elements and functions contained withion your FPS game, syuch as, say vehicles and more basic operations for the HUD, Front-End, methods of Data-storage/Saved Games etc. etc. Can all still be universally applied.
Personally, I tend to write things in a modular approach with separate functions and wrappers for functions for almost everything. Sure, it probably takes ten times longer, but I can access the iseful bits anytime from anywhere and steal them for other projects as and when necessary.