This is interest assumption, but let's think, who are building large applications?
I've taken part at some large apps built inside one company in extremely short time.
And no, in my list only more or less adequate platforms - Perl, MS VBA on web.
And I've countless times just rebuilt some large systems from sources - FFMPEG, Unreal 4 environment, what interest, whole FreeBSD 4.x with BSD environment including XWindow is smaller than U4.
And what was really big pain, I tried to work with NASA OpenMCT, and because it was based on Javasript technologies, I spent huge amount of time to figure out, where end server-side and where begin client-side. I think you understand this is important, because each part debugged with very different instruments and techniques.
And what I must say there, games are very different in scale.
- Sure, exist very large games (named AAAA, like cinema movies, and have so huge download size, as for example new Stalker, that my friends working in telecom complained, it was like huge DOS attack when game came out). And what also interest, AAAA games tend to make their own custom game engine, yes, each game with own game engine, because for them easier to figure out in their own code than to learn ready game engines.
Also exist industry of game studios, medium businesses, but they tend to be much like big businesses just without resources to make own engine.
And also exist huge industry of independent -games (i will use indi- name), which have very small amount of code, because of tiny budgets or just "no-budget" work, in many cases literally made by one person, who making pictures, code and sound himself. And in reality I know very few cases, where indi- makes his own engine, but most others are slightly modified already known game mechanics.
What important - big business will not use subject code, nearly guaranteed, because they have very specific demands about maintenance, to fulfill them need at least medium company;
there is more probability to reach medium business clients, they are trying to be "like a big boys", but in most cases possible to achieve some understanding;
and the most probability is to reach indi- developers.
So, what we talking about now, is mostly about indi- developers, one-person sized commands, and it is very god if they will just use C-like languages, but you cannot account for them to use fp paradigm.
I cannot at the moment give estimate of distribution of game sizes, but now tend to appear more indi- developers with small games (and sure, using some made by other people.
I've taken part at some large apps built inside one company in extremely short time. And no, in my list only more or less adequate platforms - Perl, MS VBA on web.
And I've countless times just rebuilt some large systems from sources - FFMPEG, Unreal 4 environment, what interest, whole FreeBSD 4.x with BSD environment including XWindow is smaller than U4.
And what was really big pain, I tried to work with NASA OpenMCT, and because it was based on Javasript technologies, I spent huge amount of time to figure out, where end server-side and where begin client-side. I think you understand this is important, because each part debugged with very different instruments and techniques.
And what I must say there, games are very different in scale.
- Sure, exist very large games (named AAAA, like cinema movies, and have so huge download size, as for example new Stalker, that my friends working in telecom complained, it was like huge DOS attack when game came out). And what also interest, AAAA games tend to make their own custom game engine, yes, each game with own game engine, because for them easier to figure out in their own code than to learn ready game engines.
Also exist industry of game studios, medium businesses, but they tend to be much like big businesses just without resources to make own engine.
And also exist huge industry of independent -games (i will use indi- name), which have very small amount of code, because of tiny budgets or just "no-budget" work, in many cases literally made by one person, who making pictures, code and sound himself. And in reality I know very few cases, where indi- makes his own engine, but most others are slightly modified already known game mechanics.
What important - big business will not use subject code, nearly guaranteed, because they have very specific demands about maintenance, to fulfill them need at least medium company; there is more probability to reach medium business clients, they are trying to be "like a big boys", but in most cases possible to achieve some understanding; and the most probability is to reach indi- developers.
So, what we talking about now, is mostly about indi- developers, one-person sized commands, and it is very god if they will just use C-like languages, but you cannot account for them to use fp paradigm.
I cannot at the moment give estimate of distribution of game sizes, but now tend to appear more indi- developers with small games (and sure, using some made by other people.
https://nasa.github.io/openmct/