ClangBuildAnalyzer
sol2
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ClangBuildAnalyzer | sol2 | |
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6 | 20 | |
918 | 3,956 | |
- | - | |
5.7 | 3.5 | |
2 months ago | 10 days ago | |
C++ | C++ | |
The Unlicense | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
ClangBuildAnalyzer
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Speeding up C++ build times
> On another note: C++ compiler should by default keep statistics about the chain of #include's / parsing during compilation and dump it to a file at the end and also summarize how badly you're re-parsing the same .h files during build.
Not exactly that, but do you know clang's -ftime-trace and tools like https://github.com/aras-p/ClangBuildAnalyzer which help analyzing where time is actually spent? (In small repeated headers I don't see much of a problem, but they of course may contain not so small things ...)
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Build Insights Now Available in Visual Studio 2022
You can also use the following when you want to inspect multiple files: https://github.com/aras-p/ClangBuildAnalyzer
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IncludeGuardian - improve build times by removing expensive includes
ClangBuildAnalyzer reports on parsing, build, and link time, whereas IncludeGuardian only reports on parsing time.
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"Fast Kernel Headers" Tree -v1: Eliminate the Linux kernel's "Dependency Hell"
https://github.com/aras-p/ClangBuildAnalyzer is a very useful tool to quantify the cost of different headers (and other costly parts of the compile such as template instantiations). It doesn’t help with actually fixing such problems, but it’s a pretty good ruler to measure where the time is spent.
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How to understand output of gcc -ftime-report
If you can compile with Clang, I suggest you to try ClangBuildAnalyzer
sol2
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Any tips for how to make moddable games?
As someone said, make the game data-driven is a good first step but I will say, also have some sort of way to add additional game logic. For C++ games, lua is really easy to embed the interpreter in your C++ binary, read in the files from a directory (like /mods) with the C++ filesystem api new in C++17, and it's very easy to use SoL to write an API for lua specific to your game. Many games use lua in this way and it's probably the most common mod path setup.
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Script Interoperability
I've only ever done this from C++, but it's using the same lua C library, so should be durable from C as well. You can look up how sol2 or any other wrapper libraries do it.
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Need help trying to embed lua in c++
Consider sol2
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CBN Changelog: December 3, 2022. Improved LUA support in progress!
This version relies on a Lua C++ wrapper called sol2 to hide Lua stack management from the developer, so creating new bindings can be done by adding a few lines of human-readable C++. It still has to be done manually, but at least sol2 is able to automatically figure out types of objects being bound, so it's not much different from our de-/serialization code.
- RTS programming game where you write real C++ code to control your player.
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why?
Here's an example: sol2
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Tools for rolling your own engine
Here is link number 2 - Previous text "Sol"
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Storing pointers to C++ data in Lua in a type-safe-ish manner that are comparable on the Lua side.
Have you considered using sol2? https://github.com/ThePhD/sol2 Or if you don't want to switch over, you can at least look at their code and see how they handle this.
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jluna: a new Julia <-> C++ Wrapper
It is half of a pun as I was inspired by [sol3](https://github.com/ThePhD/sol2) which is a lua <-> c++ wrapper. Sol means sun and the julia c-api prefixes all it's functions with jl, luna means moon so it is pronounced "jay luna"
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A new C++ <-> Julia Wrapper: jluna
If you want to be portable I'd recommend C++ and Lua, I used those for years and it runs on everything and there's this most amazing wrapper API which was a huge inspiration
What are some alternatives?
Bear - Bear is a tool that generates a compilation database for clang tooling.
Lua - Lua is a powerful, efficient, lightweight, embeddable scripting language. It supports procedural programming, object-oriented programming, functional programming, data-driven programming, and data description.
ccache - ccache – a fast compiler cache
pybind11 - Seamless operability between C++11 and Python
include-what-you-use - A tool for use with clang to analyze #includes in C and C++ source files
ChaiScript - Embedded Scripting Language Designed for C++
simdjson - Parsing gigabytes of JSON per second : used by Facebook/Meta Velox, the Node.js runtime, ClickHouse, WatermelonDB, Apache Doris, Milvus, StarRocks
SWIG - SWIG is a software development tool that connects programs written in C and C++ with a variety of high-level programming languages.
cppcoro - A library of C++ coroutine abstractions for the coroutines TS
Wren - The Wren Programming Language. Wren is a small, fast, class-based concurrent scripting language.
zapcc - zapcc is a caching C++ compiler based on clang, designed to perform faster compilations
V8 - The official mirror of the V8 Git repository