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Games might be an interesting one to look at because they have a little bit of everything going on (physics, math, rendering, cross platform abstractions, window management, system calls, file management, memory management, etc...)

Take a look at these:

https://github.com/FrictionalGames/AmnesiaTheDarkDescent

https://github.com/FrictionalGames/PenumbraOverture




I can't speak Frictional's code quality, but historically released titles tend to be a tangle of hacks and short-term decisions that hammer things into working or being performant, coming at the expense of future developers and correctness.

I do agree that the field is full of great code to reference, though.

I'm a huge fan of Godot's codebase. It's well written, and easily understood both architecturally, and in-method. https://github.com/godotengine/godot


You can't have a unified opinion here.

There are some pretty good public game codebases (Penumbra/HPL, Quake I/II/III, Doom I/III), there are some okay ones (RedAlert), there are also pretty awful ones (Duke3D, Descent).

Note that this seems to be completely independent from whether the game is good or not!


When I looked at Godot I saw all pre-C++11, and everything done the hard way. Did I look in the wrong place?


I wouldn't call it the hard way, but it's certainly pre-C++11. My understanding is that the project's lead programmer insists on using older standards for the sake of portability.




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