All those people who complain about project names squatting on existing words have finally been heard :-D
Peredvizhniki [0] were a group of Russian realist painters from the 19th century. Among other things, they organized "traveling" art exhibitions to promote Russian art in the provinces. The name roughly translates as "The travelers". - [0] https://en.wikipedia.org/wiki/Peredvizhniki
Peredvizhnikov Engine: Lock-free game engine written in C++20
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Re: Peredvizhnikov Engine: Lock-free game engine written in C++20
#32The painting used is Barge Haulers on the Volga - https://en.m.wikipedia.org/wiki/Barge_Haulers_on_the_Volga Can someone please expand on the significance of this achievement to someone used to shooting their foot off in C++ in a predominantly single threaded manner?
Never mind that a lot of Volga boats were very single-threaded. https://www.amusingplanet.com/2021/12/belyana-russias-giant-...
Re: Peredvizhnikov Engine: Lock-free game engine written in C++20
#33All those people who complain about project names squatting on existing words have finally been heard :-D
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Re: Peredvizhnikov Engine: Lock-free game engine written in C++20
#34Earlier quoted context omitted.
Never mind that a lot of Volga boats were very single-threaded. https://www.amusingplanet.com/2021/12/belyana-russias-giant-...
You can even see the steam ships that replaced the slave in the background.
Re: Peredvizhnikov Engine: Lock-free game engine written in C++20
#35Earlier quoted context omitted.
> Unless the name is explained somewhere, I'm convinced it's complicated on purpose. Tell me you only speak English without telling me you only speak English.
From the grammar, I would not assume GP is a native english speaker, much less monolingual.
Re: Peredvizhnikov Engine: Lock-free game engine written in C++20
#36Re: Peredvizhnikov Engine: Lock-free game engine written in C++20
#37Earlier quoted context omitted.
You can even see the steam ships that replaced the slave in the background.
They were not the slaves, but unionized workers: https://en.m.wikipedia.org/wiki/Burlak
Re: Peredvizhnikov Engine: Lock-free game engine written in C++20
#38I have an Actor framework which uses a vanilla std::deque for method pointers, and to add messages to the queue, the locking technique is a Benaphore (the original Futex, which uses an atomic and a locking primitive, with the twist that my locking primitive is a combo of spinlock/mutex based on retry count). Nothing special. Benchmarks show that very rarely does the message push function block, and the chance of an O…
how do you deal with msvc's `std::deque`? (or maybe you're not using literal std::dequeue)
Re: Peredvizhnikov Engine: Lock-free game engine written in C++20
#39Earlier quoted context omitted.
Never mind that a lot of Volga boats were very single-threaded. https://www.amusingplanet.com/2021/12/belyana-russias-giant-...
You can even see the steam ships that replaced the slave in the background.
Re: Peredvizhnikov Engine: Lock-free game engine written in C++20
#40Earlier quoted context omitted.
Forgive me if it’s common knowledge, but what’s wrong with SDL2 in this case? Broadly speaking, I feel as though there is largely positive sentiment around the SDL project, no?
I have nothing against the SDL project. I have everything against the DirectMedia style api of 1997. I get that people are actively developing with it and that roadmap towards 3.0 is getting close but my experience is it’s designed for legacy games, legacy rendering styles, legacy ABI’s. No one is shipping games for Dreamcast or PS2. 2/3rds of the library is dead code when working with Vulkan.