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Modern C for C++ Peeps

Modern C for C++ Peeps Sep 27, 2019 (update 28-Sep-2019: some fixes and error corrections) When discussing C with C++ programmers I often notice a somewhat outdated view of C, usually a familiarity with a C dialect that lies somewhere between C89 and C99, because that’s essentially the “subset of C that’s supported by C++”. I can’t blame them though because when I started writing C code again I had a similar outdated view of the language. Also to be clear, the ‘Modern C’ I’m talking about here is not modern at all, but already two decades old. I’ll focus on the subset of C99 which is

The compiler will optimize that away

Dark Created: 2021-04-01 Reading time: ~16 minutes A lot of programmers believe that compilers are magic black boxes in which you put your messy code in and get a nice optimized binary out. The hallway philosophers will often start a debate on which language features or compiler flags to use in order to capture the full power of the compiler’s magic. If you have ever seen the GCC codebase, you would really believe it must be doing some magical optimizations coming from another planet. Nevertheless, if you analyze the compiler’s output you will found out that the compilers are not really that great at optimizing your code. Not because

Hostile Mars Devlog Update 03: Plants! (Lichens and Bryophytes), Laser Traps, New Robot Textures news

Hostile Mars Devlog Update 03: Plants! (Lichens and Bryophytes), Laser Traps, New Robot Textures news Hostile Mars is a Tower-Defense Factory-Building game. You must create efficient supply chains, salvage destroyed enemies, and upgrade structures to support your gigantic cannons that defend your base against thousands of enemies.GIGANTIC GUNS Post newsReportRSS Hostile Mars Devlog Update 03: Plants! (Lichens and Bryophytes), Laser Traps, New Robot Textures Hostile Mars Devlog Update 03: Plants! (Lichens and Bryophytes), Laser Traps, New Robot Textures, and Data-Oriented Design: Inverse Kinematics. Posted by BigRookGames on Another productive week and another devlog! The past week has been spent on implementing an IK (Inverse Kinematics) system using a data-oriented approach. All of the enemies are entities instead of traditional game objects, which allows for a crazy amount of enemies both active and on-screen simultaneously!

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