Remix.run Logo
tex0 3 hours ago

If the developer can have a local copy of the monorepo it's not a "large" codebase.

regnerba 2 hours ago | parent | next [-]

Disagree, but also what do you classify as local storage? Does the repo “size” include all projects or just one? What about multiple branches? How much capacity is local storage?

A stock Unreal Engine project is several hundred gigs, consists of multiple solutions, multiple languages, and I would classify as large personally.

Without some kind of indexing it’s very awkward to work with and very slow. To work with LLMs and Unreal projects we create a local index, that index file alone is 46GB.

Without distributed compilers and caches it can take multiple hours to compile the main solution per platform (usually PC, Linux, Xbox, PlayStation, Switch, and sometimes mobile).

So the codebase easily fits on local storage so long as you don’t count assets (those are several TB) and extra so for source assets (10s of TB), and that’s per stream per large project.

Anyways, point is I disagree and think Unreal Engine is an example of large codebase that fits locally.

aulin 3 hours ago | parent | prev | next [-]

If you can't clone it it's not a repo

digitaltrees 3 hours ago | parent | prev [-]

If your codebase can’t fit on a single developer dev machine it’s too big.

ramraj07 2 hours ago | parent | next [-]

You mean like Teslas multi terabyte repo is not normal?

digitaltrees 35 minutes ago | parent | next [-]

It couldn’t be broken in to domain specific components?

Listen, I am a rails developer, so a monolith doesn’t scare me, and yet, there are limits. Why does it need to be a multi terabyte monolith?

rtpg 2 hours ago | parent | prev [-]

I think it's obvious that multi terabyte repos are not the norm.

nfg 2 hours ago | parent | prev [-]

Ever work on a AAA game?

Mashimo an hour ago | parent [-]

That probably mostly assets, no?

maccard 31 minutes ago | parent [-]

My last project was about 400Gb, and probably 2M lines of C++. The days size is mostly assets but there’s still a lot of code.