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I am a Video Game Engine Programmer, formerly working for Volition Games! The content of this blog is my own personal work and views, and is not endorsed by any other party.
In Part I we discussed our overall strategy for object streaming, which needs to be handled carefully to support deserializing objects in-place in...
Introduction You often need to serialize (save) C++ objects to files for storage, and deserialize (load) them later on a subsequent run of a program....
In Part I of this blog series, we discussed how to write a lock-free queue for the case of a single producer thread and a single consumer thread...
The queue is one of the fundamental data structures of multithreaded programming. It is often used for message-passing between systems and/or threads,...
In C++, you often need a container where the objects will remain at a fixed location in memory so that you can easily refer to them individually. For...
For logging and debugging it can be extremely useful to get a string for the name of a type in C++. However, the standard library doesn't supply a...