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Automata, Virtual Machines and Compilers - Part 2

Category: General Programming

By Vilem Otte

Game Engine Containers - handle_map

Category: General Programming

By Jeff Kiah

Custom Deleters for C++ Smart Pointers

Category: General Programming

By Bartlomiej Filipek

Static, zero-overhead (probably) PIMPL in C++

Category: General Programming

By Boreal

Making Your C++ Namespace Solid and Future-Proof

Category: General Programming

By Dario Oliveri

Problems Found in Appleseed Source Code

Category: General Programming

By PVS-Studio team

Cache In A Multi-Core Environment

Category: General Programming

By Joshua Waring

Cache And How To Work For It

Category: General Programming

By Joshua Waring




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Automata, Virtual Machines and Compilers - Part 2 UNDER REVIEW

Oct 07 2016 12:42 PM | Posted By Vilem Otte in General Programming
This article discusses how to handle local variables in a compiler and interpreted language.Full source example of compiler and virtual machine are included.

Tagged With:  C++  Scripting  Automata  Compilers  Interpreter  VM 
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Game Engine Containers - handle_map

Sep 14 2016 06:27 PM | Posted By Jeff Kiah in General Programming
This article explores the creation of a data container for game programming. This container is meant to take the place of C++ standard library containers such as std::map and std::unordered_map, with an alternative that stores data contiguously in memory.

Tagged With:  C++11  Data Oriented Design 
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Custom Deleters for C++ Smart Pointers UNDER REVIEW

Aug 15 2016 06:02 PM | Posted By Bartlomiej Filipek in General Programming
We all know that smart pointers are really nice things and we should be using them instead of raw new and delete. But what if deleting a pointer is not only the thing we need to call before the object is fully destroyed?

Tagged With:  c++ 
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Static, zero-overhead (probably) PIMPL in C++ UNDER REVIEW

Jun 02 2016 08:32 AM | Posted By Boreal in General Programming
There are a couple big caveats of PIMPL, and that's of course that you need to do dynamic memory allocation and suffer a level of pointer indirection, plus write a whole bunch of boilerplate! In this article I will propose something similar to PIMPL that does not require this sacrifice, and has (probably) no run time overhead compared to using standard private members.

Tagged With:  c++  pimpl 
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Making Your C++ Namespace Solid and Future-Proof UNDER REVIEW

Nov 16 2015 10:16 PM | Posted By Dario Oliveri in General Programming
Minimize namespace pollution and reduce chance of breaking changes (compilation errors) on client code when you ship the next version of your awesome library

Tagged With:  C++  header  code design  namespace pollution  design by contract 
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Problems Found in Appleseed Source Code

Oct 14 2015 01:12 AM | Posted By PVS-Studio team in General Programming
A look at the few problems detected in the relatively large code base of this open-sourced renderer

Tagged With:  c++  Appleseed  open-source  pvs-studio  static code analysis 
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Cache In A Multi-Core Environment

Jun 18 2015 01:58 PM | Posted By Joshua Waring in General Programming
In my previous article I discussed the use of cache and some practices that can provide increased performance while also teaching you what cache is. I also stated that cache in a multicore environment is a whole other topic so I've written this article to cover the different considerations that come along with Multicore Programming.

Tagged With:  CPU  Cache  Optimisation 
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Cache And How To Work For It

Jun 16 2015 04:34 AM | Posted By Joshua Waring in General Programming
programming and storing data in a cache-friendly manner is imperative to performance improvements and, in turn, a reduction in power consumption

Tagged With:  CPU  performance  cache  memory  access  optimisation 
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Writing Efficient Endian-Independent Code in C++

Jun 04 2015 10:52 AM | Posted By 'No Bugs' Hare in General Programming
Better (simpler, faster, and more general) approaches, building on a previous GDnet article on this topic

Tagged With:  C++  endianness  marshalling 
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Automata, Virtual Machines and Compilers

Apr 27 2015 08:48 AM | Posted By Vilem Otte in General Programming
Have you ever wanted to find magic behind the actual computation inside your computer? How are compilers made? What is assembler and disassembler? How to make your own scripting language?Then the following article explains basics in theory and implementation behind this!

Tagged With:  C++  Scripting  Compilers  Automata  Interpreter  VM 
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Debugging - "Follow The Data"

Feb 18 2015 11:54 AM | Posted By Bruce J. Veazie in General Programming
Programmers may be unaware that, with the proper approach, debugging problems on their own can save time, and result in valuable self-education. An approach to debugging I call "Follow The Data" can do just that.

Tagged With:  debugging 
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Asynchronous Keyboard Input for Fixed-Time Step Games UNDER REVIEW

Jan 16 2015 11:07 AM | Posted By Irlan Robson in General Programming
A way of handling keyboard input in fixe-time step games.

Tagged With:  time  input  game 
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Implementing a Meta System in C++

Nov 19 2014 04:47 PM | Posted By Artem Shal in General Programming
Implementing a meta system to support several scripting languages with interoperability.

Tagged With:  c++  templates  meta system  reflection 
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Pre-Visualization Is Important!

Oct 28 2014 09:43 PM | Posted By superman3275 in General Programming
Many a beginner on gamedev.net (including me) has trouble with their software in the beginning. I had no idea how to plan for projects or what was even included in projects. I would look for posts about how to plan out projects. This article presents an approach a beginner can use for organizing their project.

Tagged With:  program  organization  design  visualization  planning  beginner 
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Introduction to Software Optimization

Aug 20 2014 11:17 PM | Posted By Bartlomiej Filipek in General Programming
Takes you through the process and goes over the various techniques to optimizing your code

Tagged With:  optimization  gamedev 
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Using Varadic Templates for a Signals and Slots Implementation in C++

Aug 17 2014 06:07 AM | Posted By Paul Cook (Aardvajk) in General Programming
Varadic templates allow for signals and slots systems to be implemented in an elegant and concise manner and are a good example of how the power of varadic templates can be used to simplify generic systems that were previously difficult to express.

Tagged With:  C++  signals and slots  varadic templates 
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What Language Do I Use?

Jul 29 2014 11:32 PM | Posted By John Hattan in General Programming
This article will cover some of the languages that are popular with game programmers. This list is neither complete nor deep. This article is intended to give you a bird's eye view of the most popular game development languages out there along with a short overview and a few situations where they would be a good or a poor choice for a project.

Tagged With:  c lang  d language  c++  java  c#  .net  assembly  asm  vb  visual basic  flash  actionscript  python  php  asp.net  ruby on rails  javascript  objective c 
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Modern Garbage Collectors under the Hood

Jul 02 2014 05:36 AM | Posted By Bluefirehawk in General Programming
More and more Applications are written in a language that manages its memory with a Garbage Collector, since that is what the cool kids are doing now. But weirdly, even experienced programmers seem to have a distorted image of the good and bad sides of the Garbage Collector. In this Article, I try to show how modern Garbage Collector work and discuss some common misconceptions.

Tagged With:  garbage collection  memory management  tutorial  c++ 
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How to Handle Circular Dependencies with Templates in C++

Jan 16 2014 11:10 AM | Posted By Kent Fagerjord in General Programming
studiofreya.com — This is a problem I encountered while tuning the Message-Component-Entity system in our game under development while using C++ templates

Tagged With:  c++  templates  circular dependency  entity  component 
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Writing Fast Code: Introduction To Algorithms and Big-O

Nov 29 2013 06:07 PM | Posted By Arian Allenson M. Valdez in General Programming
Ever wondered what makes code fast? Here we take a look at different algorithms, their running time, and Big-O.

Tagged With:  fast code  algorithm  big-o 
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Grounded Pointers

Sep 13 2013 09:10 AM | Posted By Andrey Karpov in General Programming
Our ex-colleague is sincerely worried about the quality of the code he deals with in his new job, leading him to write a paper on ways you shouldn't write programs

Tagged With:  c++  swamp  static analysis 
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Design Considerations for Custom Binary Formats and Data Compression (Part 1) UNDER REVIEW

Sep 06 2013 09:54 AM | Posted By Brendan G Bohannon in General Programming
While often there are general purpose file-formats or data representations to achieve a goal, sometimes it may make sense to create something a little more specialized, in cases where encoded size may be significant.

Tagged With:  file formats  data compression  entropy coding  huffman coding 
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Useless Snippet #2: AABB/Frustum test

Sep 04 2013 11:47 PM | Posted By Jim Drygiannakis in General Programming
How fast can a batch of Axis Aligned Bounding Boxes (AABB) be culled by a frustum?

Tagged With:  aabb  frustum  culling  sse  snippet 
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How I Created My Single Threaded Event System UNDER REVIEW

Aug 26 2013 12:25 PM | Posted By Will Song in General Programming
A walkthrough of how I implemented an event system I wrote.

Tagged With:  events  threads  c++ 
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Wade Not In Unknown Waters: Part One

Aug 26 2013 02:08 AM | Posted By Andrey Karpov in General Programming
We decided to write several small posts on how C/C++ programmers play with fire without knowing it. The first post will be devoted to an attempt to explicitly call a constructor.

Tagged With:  c++