EA Standard Template Library
data-oriented-design
EA Standard Template Library | data-oriented-design | |
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about 1 month ago | 3 months ago | |
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BSD 3-clause "New" or "Revised" License | - |
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EA Standard Template Library
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Sane C++ Libraries
> you can still use it with smart pointers provided by any other library
Is the point of having a kitchen-sink library like this not that you dont have to reach for a 3rdparty library for things that you need 'all the time'?
Certainly, not everyone needs it.
...but, not everyone needs threads either. Not everyone needs an http server; and yet, if you have an application framework that provides them, when you do need them, it saves you reaching for yet-another-dependency.
Was that no the point from the beginning?
unique_ptr is a fundamental primitive for many, as you see from some other frameworks (1), and implementation is not always either a) trivial, or b) as simple as 'just use std::unique_ptr'.
This does seem like a very opinionated decision with reasonably unclear justification.
[1] - eg. https://github.com/EpicGames/UnrealEngine/blob/release/Engin..., https://github.com/electronicarts/EASTL/blob/master/include/...
- EA Standard Template Library Design
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The joys of writing my own standard library
Can I introduce you to EASTL
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Are there any books or tutorials that teach C-Styled C++?
For games focused stuff have a look at EASTL https://github.com/electronicarts/EASTL also perhaps some of the Data Oriented Design stuff (see Mike Acton's CPP Con Talks). This also have loads of good stuff https://www.dataorienteddesign.com/dodbook/
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I want to start computer graphics programming
C++, but generally treat it as C. STL is pretty slow while debugging so we avoid it and write our own replacements. If you don't want to drive that deep use something like EASTL: https://github.com/electronicarts/EASTL
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January 2023 Rust Jobs Report
In my experience game devs don't eschew the STL because of compile times, but because (a) its memory management is not sufficiently tunable and (b) it uses exceptions heavily which many game engines disable entirely due to perceived performance problems. For this reason, some of the engines I've worked on have used their own forks of the STL in the spirit of EASTL to rectify these issues. Others like my current project just don't use the STL at all (outside of some third-party library code) and use custom libraries for everything.
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A container with set interface based on std::vector
In my opinion, you should also benchmark it against something like boost::container::flat_set or eastl::vector_set and you should expect the same performance as with your ordered functionality. Another interesting idea for organization of such flat and sorted container can be found here.
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Worth it making an own standard library?
finally, if you're worried about performance (a lot of aspiring game programmers seem to be, even though for anything but high-end engines the STL is likely fine if you know what you're doing..) you could look into the EA STL or other STL replacements..
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What are the hallmarks of well written and high quality C++ code?
check it out: https://github.com/electronicarts/EASTL
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Where to read about std library implementation?
I just took a look at their atomic.h and wow, "well-documented" is an understatement !
data-oriented-design
- A curated list of data oriented design resources
- Looking for best-practices (books, online sources)
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question from a prospective Rust learner!
Data Oriented Design Resources
- Software engineering books to read and reread
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Computer Memory Part 4
As I mentioned before data-oriented design is a very broad topic and requires more effort to go over than an article like this one. Therefore I strongly recommend looking into it a bit on your own. I found https://github.com/dbartolini/data-oriented-design which has a list of resources related to data-oriented design. There is also a great talk by Mike Acton on YouTube which was the one that introduced me to the concept. A few years ago there was also a book written by Richard Fabian called Data-oriented design which I’ve heard good things about.
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Why You Should Defer Side Effects Until the Last Possible Step
Even as I was writing it, the idea of "optimising IO" sounded very similar to a lot of data-oriented design advice, albeit applied to web examples.
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What is your C++?
List of DOD resources
What are some alternatives?
STL - MSVC's implementation of the C++ Standard Library.
dyno - Runtime polymorphism done right
etl - Embedded Template Library
PyO3 - Rust bindings for the Python interpreter
uSTL - A size-optimized STL implementation.
xtensor - C++ tensors with broadcasting and lazy computing
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winapi - Windows API declarations without <windows.h>, for internal Boost use.
BDE - Basic Development Environment - a set of foundational C++ libraries used at Bloomberg.
opentrack - Head tracking software for MS Windows, Linux, and Apple OSX
simdjson - Parsing gigabytes of JSON per second : used by Facebook/Meta Velox, the Node.js runtime, ClickHouse, WatermelonDB, Apache Doris, Milvus, StarRocks