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SG14 (the GameDev & low latency ISO C++ working group)

Talkat Meeting C++ 2016 · 2016-11-18..11-19· [rust]
slides:none on file

SG14 pushes concrete C++ fixes for low‑latency games: proposals include a standardized ring buffer (paper 59) and cache‑friendly flat_map/flat_set, while uninitialized memory algorithms already land in the standard. Claims and tools are specific: rendering vs simulation budgets (33 ms frame, ~100M cycles at 3 GHz, ~5k cycles per soldier), custom allocators and EASTL succeed where std::allocator and exceptions cost (a past recode causes a ~12% perf drop). Work targets SIMD, execution policies and heterogeneous APIs like bulk_invoke.

AI-written summary · about

  1. 0:00Intro
  2. 0:12Summary
  3. 6:02Some tricks
  4. 7:43Further constraints
  5. 9:43Don't pay for what you don't use
  6. 10:23Exception costs
  7. 14:52RTTI
  8. 17:38The Standard Library
  9. 23:37Memory constraints
  10. 29:00Function calls
  11. 31:19Library extensions
  12. 32:05Ring
  13. 37:44Flat map and set
  14. 39:02Uninitialised memory algorithms
  15. 41:42Parallelism
  16. 46:42Heterogeneous computing
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