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Re:LightSpeed: Rewriting Messenger’s codebase for a faster, ... by moron4hire on Monday March 02, 2020 @04:10PM (#22469021)
I have a set of code I use for my VR projects that I've been iterating on over the last five or so years. It includes a ton of not-VR stuff, too, just stuff that I tend to include in my projects. (aside: and I'm not trying to make it a "framework". It's just my own code and it's only publicly available in the sense that I don't charge for it, don't want to waste a private Github repo on it, and won't stop anyone from using it, but I'm also not going out of my way to teach them how to use it).

THAT code, my "all encompassing, personal repository for every VR app I'd ever make", is only 100K lines of code.

I once downloaded all of my dependencies and counted all of those lines and still only got to 200K. Well, not counting Unity. But at that point, you might as well start counting the LoC of the OS.

Re:LightSpeed: Rewriting Messenger’s codebase for a faster, ... by pests on Monday March 02, 2020 @09:46PM (#22471360)
For what it's worth, GitHub private repos are now free so you don't have to sorry about wasting one.
Re:LightSpeed: Rewriting Messenger’s codebase for a faster, ... by moron4hire on Tuesday March 03, 2020 @10:22AM (#22475112)
Yes, I know, but I do also occasionally share code snippets out of it. If someone in a chatroom is asking how to do X, I'll just link to a source block in my repo. It's lazier than copy-pasting the code, but I also think it's good to let people see the broader context, maybe explore on their own a little.

I wouldn't mind if other people started using the code, but I've been burnt too many times during attempts to push my OSS projects over the years that I just don't want to put any actual effort into attracting people anymore.