This is on the front page again. Please take some time to read this wonderful function: https://github.com/CRYTEK/CRYENGINE/blob/release/Code/CryEng... EDIT: That whole function is a minefield. Just taking a quick look: * 814 lines of code * goto inside 3 nested for-loops * macros * commented out code * new/delete, with no RAII * thread specific variables and locks (?)
800 lines long. The movement component class in ue4 is about 10k lines. Why do game engines separate their code so much less than in other software?
There is also a lot of fear of performance regressions by breaking up big chunks of code (arguably unfounded with modern compilers).