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gregstula

HN member
Joined
Fri, Feb 12, 2016, 1:11 AM UTC
HN karma
24
Public activity
18 items

About gregstula

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Recent public activity

  1. comment
    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…

  2. story
  3. comment
    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.

  4. comment
    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…

  5. comment
    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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  8. comment
    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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  11. comment
    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…

  12. comment
    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…

  14. comment
    Comment #11087630

    Can you give me an example of soft real time game that isn't hurt by the presence of a garbage collector?

  15. comment
    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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  17. comment
    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…

  18. comment
    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…