~/talk

Game engine using STD C++ 11

Talkat CppCon 2016 · 2016-09-18..09-23· [game-development, concurrency]
links:none on file
slides:none on file

A small game engine prototype uses std C++11 primitives to push parallelism: a std::thread pool sized by hardware_concurrency runs a lock-minimizing task queue, tasks own work via unique_ptr + std::future, and synchronization happens only at frame boundaries so multiple frames can be in flight to hit 60 FPS (16 ms). It generates compile-time resource IDs with constexpr hashing and serializes fields by offset for fast I/O, uses std::chrono high_resolution_clock for timestep. Multi-threaded rendering isn’t solved and MSVC constexpra evaluation behaved more like runtime in some cases.

AI-written summary · about

  1. 0:00Intro
  2. 0:27HELLO & WELCOME
  3. 4:53GAME ENGINES DON'T USE STD
  4. 12:25HOW DOES C++11 HELP US? - DATA CREATION/LOADING
  5. 14:02COMPILE TIME RESOURCE VERSIONING
  6. 21:30MASS CONCURRENCY (CONT)
  7. 26:52TASKSYSTEM (CONT) - PROCESSING A TASK
  8. 28:10TASKSYSTEM (CONT)-TASK FLOW
  9. 28:57WHAT'S IN A FRAME?
  10. 33:08WHAT'S IN A FRAME (CONT)
  11. 35:15C++ STANDARD HIGHLIGHTS Standardization helps simplify code bases
  12. 37:51C++ STANDARD HIGHLIGHTS CONTINUED
  13. 47:54WHAT ABOUT STD::ASYNC?
  14. 48:17LANGUAGE FEATURES ON THE WAY
  15. 54:11LANGUAGE NICE TO HAVE THINGS CONT
  16. 59:03REFERENCES
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