Gamedev introduction to 'Modern' C++
on C++, Game development
I was initially going to write a response to Aras Pranckevičius’ Modern C++ Lamentations but the great Ben Dean beat me to it.
Continue reading Gamedev introduction to 'Modern' C++
on C++, Game development
I was initially going to write a response to Aras Pranckevičius’ Modern C++ Lamentations but the great Ben Dean beat me to it.
Continue reading Gamedev introduction to 'Modern' C++
CppCon 2018 was held in Bellevue, Washington, on the last week of September this year. Flying from Stockholm proved a bit more painful than from Paris, as no direct flights are offered. My trip started somewhere around 11:15 at ARN, and ended in SEA around an eternity later (official sources settling around 15 hours).
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on C++
Picture this situation: a new developer joins a team. Sooner or later, he discovers the existing codebase and starts playing with it. Some time may pass, but at some point he encounters a pattern he finds weird. Maybe he read a case against it in a book, or heard it in a talk, or simply learned from experience that this is probably not the recommended way of solving that particular problem.
Continue reading Chasing Unicorns
on Build systems, C++
A couple months ago I started a series of posts about build systems and package management. The first part explained the general outline of the issue and a potential solution. The second one delved a bit more in the details of toolchains and their configuration. In this third article, we will try to explore the description of a project itself.
Continue reading Simplifying build in C++ (part 3)
I must start by confessing to some ignorance: I didn’t know about ACCU, what they did or how long they’ve been around until last year when somebody asked me if I planned to submit a paper there.
Continue reading ACCU 2018 trip report