ORBITER-FORUM will be temporarily closed at 2026-07-23 18:00 UTC while we complete some OF maintenance tasks. The amount of downtime is expected to take up to one hour, but probably less.
And lots and lots of code!
Multiply that by x10000000000 and then you will get the amount of code :thumbup:
Well... The only one that could estimate that would be addon developers and Martins himself. But i have an estimate of probably 20 header files and 30 C++ files.
Well... The only one that could estimate that would be addon developers and Martins himself. But i have an estimate of probably 20 header files and 30 C++ files.
Why, though?Well, maybe we could take a guess based on file sizes and typical compilation from C++ to bytecode. There's very little accuracy in that, but still.![]()
Bytecode? Where did you get that from?Well, maybe we could take a guess based on file sizes and typical compilation from C++ to bytecode. There's very little accuracy in that, but still.![]()
Bytecode? Where did you get that from?
Anyway, that doesn't tell much about the number of LoC or files that compose Orbiter, only that there's a good chance that those numbers are high. Too many things can change the final executable size for it to be a good measure of size of any kind.
Orbiter uses a left-handed coordinate system because this is what Direct3D 7 uses natively--by using this within Orbiter, Martin can just send the coordinates straight to the GPU without needing to perform any conversions.My personal guess is this is why Orbiter has a left-handed coordinate system. He could use the thumb, index finger and middle finger of his left hand to represent the x-y-z axes, while entering the coordinate numbers with his right hand on the num pad :lol:
Notepad. The most versatile program on Earth.
Surpassed only by Notepad ++, all you need to spend a few years shaping the universe![]()