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Codebase Statistics
github-actions[bot] edited this page Aug 27, 2026
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Comprehensive metrics and analysis of the SparkEngine codebase. Updated 2026-08-27.
| Section | Lines |
|---|---|
| SparkEngine/Source | 308464 |
| SparkEditor/Source | 109164 |
| GameModules | 142923 |
| External services | 10719 |
| Asset pipeline | 2399 |
| Tests | 164864 |
| SparkConsole/src | 1633 |
| SparkShaderCompiler/src | 588 |
| Total C++ (excl. ThirdParty) | ~749837 |
| Category | Count |
|---|---|
| Header files (.h/.hpp) | 998 |
| Implementation files (.cpp) | 1463 |
| HLSL shader files | 42 |
| GLSL shader files | 14 |
| AngelScript files (.as) | 1 |
| Test files (.cpp) | 574 |
| Wiki pages (.md) | 198 |
| Metric | Value |
|---|---|
| Average lines per .cpp file | ~706 |
| Average lines per .h file | ~580 |
| Largest codebase section | Graphics (119374 lines — 38% of SparkEngine/Source) |
| Subsystem | Lines | % of Source |
|---|---|---|
| Graphics | 119374 | 38.6% |
| Engine (all subsystems) | 85698 | 27.7% |
| Utils | 41402 | 13.4% |
| Core | 29413 | 9.5% |
| Physics | 10814 | 3.5% |
| Audio | 6090 | 1.9% |
| Input | 3953 | 1.2% |
| SceneManager | 2241 | 0.7% |
| Enums | 1423 | 0.4% |
| Game | 2794 | 0.9% |
| Camera | 999 | 0.3% |
| Subsystem | Lines |
|---|---|
| Networking | 14205 |
| AI | 13490 |
| ECS | 8381 |
| Gameplay | 7755 |
| Animation | 6700 |
| Scripting | 5093 |
| SaveSystem | 2847 |
| UI | 2522 |
| Streaming | 2009 |
| Editor | 1737 |
| Cinematic | 1652 |
| World | 1588 |
| Dialogue | 1425 |
| Modding | 1377 |
| Persistence | 1267 |
| 2D | 1015 |
| Coroutine | 800 |
| Replay | 731 |
| Tween | 579 |
| Destruction | 545 |
| Localization | 515 |
| Events | 473 |
| Mobile | 452 |
| Loading | 386 |
| Physics | 377 |
| VR | 329 |
| Metric | Count |
|---|---|
| Component header files | 17 |
| Component struct definitions | 75 |
| ECS systems | 25 |
| Execution order | Physics → Animation → AI → Audio → Lifecycle → Render |
| Metric | Count |
|---|---|
| Editor panel classes | 65 |
| Total editor lines | 109164 |
| Metric | Count |
|---|---|
| Test files | 574 |
| TEST() definitions | 6864 |
| Subsystems covered | All major |
| Sanitizer coverage | ASan + UBSan + LSan + TSan + MSan |
| Metric | Count |
|---|---|
| CMake option() declarations | 30 |
| ENABLE_* feature toggles | 22 |
| Game modules | 11 |
| SDK public headers | 15 |
| Supported compilers | MSVC v143/v145, GCC 13+, Clang 17+, Apple Clang, MinGW-w64 |
| Platforms | Windows, Linux, macOS (experimental) |
| Library | Path | Purpose |
|---|---|---|
| Dear ImGui | ThirdParty/UI/imgui |
Immediate-mode GUI |
| EnTT | ThirdParty/ECS/entt |
Entity Component System |
| Jolt Physics | ThirdParty/Physics/JoltPhysics |
Physics engine |
| AngelScript | ThirdParty/Scripting/angelscript-mirror |
Scripting VM |
| miniz | ThirdParty/Utils/miniz |
Compression |
| Recast Navigation | ThirdParty/AI/recastnavigation |
NavMesh pathfinding |
| Library | Purpose |
|---|---|
| DirectXTK | DirectX 11 toolkit |
| Assimp | 3D model import (FBX, glTF) |
| ImGuizmo | 3D editor gizmos |
| imnodes | Node graph editor |
| GLM | Math library |
| RapidJSON | JSON parsing |
| spdlog | Structured logging |
| stb | Image loading |
| miniaudio | Cross-platform audio fallback |
| File | Lines |
|---|---|
OpenGLDevice.cpp |
2160 |
VulkanDevice.cpp |
1991 |
ModuleManager.cpp |
1777 |
EngineSettings.cpp |
1623 |
PostProcessingPipeline.cpp |
1602 |
D3D12Device.cpp |
1593 |
SaveSystem.cpp |
1563 |
D3D11Device.cpp |
1543 |
AngelScriptEngine.cpp |
1473 |
CrashHandler.cpp |
1469 |
| File | Lines |
|---|---|
RenderGraph.h |
1427 |
GraphicsEngine.h |
1260 |
JsonUtils.h |
1087 |
EngineSettings.h |
1080 |
NetworkManager.h |
887 |
ECSystems.h |
846 |
PhysicsTypes.h |
828 |
MeshClusterSystem.h |
824 |
SVGRenderer.h |
803 |
DataTableSystem.h |
800 |
| File | Lines |
|---|---|
ProjectManager.cpp |
2482 |
EditorUI.cpp |
2247 |
JSONSceneSerializer.cpp |
2010 |
VisualScriptPanel.cpp |
1773 |
BuildPipeline.cpp |
1659 |
CollaborativeEditSession.cpp |
1613 |
PerformanceProfiler.cpp |
1609 |
EditorTheme.cpp |
1587 |
HierarchyPanel.cpp |
1524 |
ProjectSettingsPanel.cpp |
1501 |
| Type | Count | Location |
|---|---|---|
| HLSL shaders | 42 |
Shaders/HLSL/ (includes Compute, MeshShaders, RayTracing) |
| GLSL shaders | 14 | Shaders/GLSL/ |
| Compiled bytecode (.cso) | varies | Shaders/Compiled/ |
- Architecture Overview — Engine design and structure
- Codebase Health — System maturity status and known gaps
- Testing — Test suite details and CI integration
- Build System and CMake Modules — Build configuration
Published from bf219a7bdb9b. Edit the canonical source in wiki/.
- Documentation
- Docs route
- Wiki index
- Guides
- Tutorials
- Samples
- Examples
- API Reference
- API route
- Reference
- Build Guide
- Dependencies
- FAQ
- Changelog
- Roadmap
- Contributing
- Code of Conduct
- Home
- FAQ
- Getting Started
- Quick-Start Tutorial
- Making Your First Game
- Making Your First Multiplayer Game
- Artist Workflow Guide
- Editor Walkthrough
- Migration Guide
- How SparkEngine Works
- Architecture Overview
- Engine Architecture Flowchart
- Creating a Game Module
- Game Modules (catalog)
- Entity Component System
- Rendering and Graphics
- Physics
- Cloth Simulation
- Audio
- Input System
- Camera System
- Scripting with AngelScript
- Visual Scripting
- AI and Navigation
- Animation
- 2D Systems
- Networking
- Dedicated Server
- Multiplayer Quick Start
- Area Server Architecture
- Scene Management
- Large World Support
- Collaborative Editing
- Coroutine System
- Event System
- Event Response System
- Job System
- UI System
- UI Layout Extensions
- Localization
- Dialogue System
- Destruction System
- Replay System
- Achievement System
- Loading System
- Mod System
- Content Delivery
- Tween System
- Memory Integrity
- Gameplay Systems
- Terrain and Procedural Generation
- Save System
- Persistence System
- Day Night Cycle and Weather
- Cinematic Sequencer
- Runtime Prefabs
- SparkEditor
- Editor Tutorials
- SparkConsole
- SparkDaemon
- Shader Pipeline
- Asset Pipeline
- Asset Validation
- Asset Migration
- Game Packaging
- Online Services
- DataTable System
- Loot and Crafting System
- CSG System
- Font System
- Timer Manager
- Movie Render Pipeline
- HLOD and World Partition
- Remote Debug System
- Selection Manager
- Asset Dependency Graph
- Editor Automation
- File Watcher
- Project Templates
- System Requirements
- VR Support
- Mobile Platform
- Accessibility
- Platform Input
- Cross-Compilation: Wine Testing
- RHI Abstraction Layer
- D3D11 Backend
- D3D12 Backend
- Vulkan Backend
- OpenGL Backend
- Metal Backend
- DXR Raytracing
- Hybrid Ray Tracing
- Upscaling (DLSS/FSR)
- Render Graph
- Shader Graph
- GPU Particles
- GPU-Driven Rendering
- Volumetric Fog
- Volumetric Clouds
- Global Illumination
- Virtual Texturing
- Water Rendering
- Clustered Lighting
- Material System
- Post-Processing
- Shadow System
- Particle System
- Decal System
- Sky and Atmosphere
- Foliage System
- Mesh Shaders
- Neural Rendering
- Configuration Reference
- Performance Tips
- Benchmark Framework
- Threading Model
- Memory Safety
- Memory Management Patterns
- Build System and CMake Modules
- Profiler and Debugging
- Performance Profiling Guide
- Telemetry System
- Golden Image Testing
- Utilities
- Testing
- Codebase Statistics
- Codebase Health
- Error Handling Patterns
- Hot Reload Overview
- Troubleshooting
- Contributing
- Workflow Patterns
- Build Optimizations
- CI Reproducible Builds
- GitHub API and PR Checks
- Git Rebase Conflicts
- Clang-Format
- Code Quality Violations
- AI Bloat Pattern
- MinGW + Wine Cross-Compilation
- Live Editor Testing
- Engine & Renderer Landscape
- DuetOS Portability Catalog
- Five-Engine Analysis
- Eleven-Engine Analysis
- ThorVG / Unity Graphics Analysis
- Advanced Techniques Catalog
- Third-Party Library Evaluation
- Engine Viability Evaluation
- Engine Feature Recommendations
- Project Recommendations
- Mac Compatibility Analysis
- Codebase Observations
- Codebase Bloat Audit
- Test Suite Audit
- Documentation Coverage Audit
- ThirdParty Dependencies Audit
- Load Test Baseline
- Gameplay Systems Status
- SparkGame Module Status
- Stub and Abandoned Features
- Memory Integrity System
- Memory Safety Evaluation
- Hardware Acceleration Systems
- Jolt Physics Integration
- GPU/CPU Separation Plan
- Daemon Services Architecture
- Reflection & Polymorphism Refactoring Plan
- SparkBuild In-Tree
- Wine No-JobSystem Breakthrough
- Wine Role and Fallback Tiers