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Over the Christmas break I took some time to study the source code of Defect Process (https://github.com/incoherentsoftware/defect-process) to better understand industry-strength software architecture in Haskell and Game Engines. I have written a longer article about my analysis: https://www.lambdabytes.io/articles/defectprocess/
If you understand the domain you are having a MUCH easier time understanding the code base. I have a quite good knowledge of 3D computer graphics, rendering and 3D game engine architecture (having written a very simple game engine in C++ myself many years ago) which helped me a lot but I also realised that a 2D engine works slightly different in some aspects.