Viewing profile — gregstula
gregstula
HN member- Joined
- Fri, Feb 12, 2016, 1:11 AM UTC
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- 18 items
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About gregstula
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Recent public activity
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Comment #22269386
Hi, I decided to get back into C++ by making a project with a clear criteria. This project uses some C++17 features like structured binding so a modern-ish compiler is required. Th…
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Comment #11698245
It does get easier to read and code over time. As an aside, the C++ in this post is pretty much as elegant as it gets.
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Comment #11092196
> Unreal's game-level memory management system uses reflection to implement garbage collection. Yep. Game-level garbage collected C++. Which is exactly what I said, I just a didn't…
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Comment #11089611
You asked a question about the array and I answered it. Yeah I missed the part where you said mmap. There's libraries that make that safer, but clearly there's a preference for wor…
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Comment #11089420
> What is the alignment of your std::array? What is the memory type (e.g. can the GPU read from it at all? Can it write? What are cache policies?). The alternative though is not a …
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Comment #11089205
> I don't know anybody who would agree with this. std::array is better than int arr[ARR_SIZE] I don't know how you could disagree with that after looking at the facts. From what yo…
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Comment #11088371
Why couldn't you use a structure to encapsulate the table and then have the destructor to deallocate the the array? This is how vector works.
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Comment #11087816
They do not have garbage collection. You're conflating game development with game engine development. When a big powerful, flexible, C++ engine has been written for you, you can us…
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Comment #11087789
Right, you use C++ to build game engines, you can use scripting languages on top of that once the engine is built.
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Comment #11087776
Unreal and Unity were built using C++. They offer garbage collected languages on top of their C++ game engines for scripting game logic. Any significant modifications to the engine…
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Comment #11087630
Can you give me an example of soft real time game that isn't hurt by the presence of a garbage collector?
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Comment #11087464
It's gross because it's written in "C with namespaces and overloading" Preferring #define for constants over constexpr is 100% the result of C++ bigotry. It's a laughable decision.…
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Comment #11087402
Do you know why Microsoft rewrote Minecraft in C++? Games can certainly be successful in spite of performance problems, but why purposefully introduce them in the first place? In t…
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Comment #11087209
> Abstractions like RAII, constructors and destructors, polymorphism, and exceptions were invented with the intention of solving problems that game programmers don’t have This is t…