frozen
entt
frozen | entt | |
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10 | 79 | |
1,210 | 9,469 | |
- | - | |
6.1 | 9.8 | |
about 1 month ago | 7 days ago | |
C++ | C++ | |
Apache License 2.0 | MIT License |
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frozen
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Making a "constant mapping"
I found this extension that implements "frozen" versions of some C++ containers, but I was wondering if there is a good solution available in the standard library.
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Static map - is it possible?
A library exists that can produce constexpr hash table based containers.
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What C++ library do you wish existed but hasn’t been created yet?
I use the Frozen library for that. Since the conversions should be known at compile time you can make constexpr hash tables for lookups.
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Command-line util for class implementation (My first try at a professional c++ application)
The constexpr dependency of note here is frozen.
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Ambition is cute.
In C++, a drop-in replacement for your DSA can provide significant improvements over the standard library. Particularly the standard unordered_map class can be improved by 50% to 100% (e.g. https://github.com/greg7mdp/parallel-hashmap, or for static maps https://github.com/serge-sans-paille/frozen). Of course, recognize that creating a DS/A from scratch is an entire project, and you shouldn't roll your own for an independent codebase.
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[Hobby] Bomberman fan 2D Animator needed
Technologies (for curious folks): C++17, SFML, Entt, Frozen, Protobuf, spdlog, GoogleTest, GoogleBenchmark, CMake and Dear ImGui for debug purpose.
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May 2021 monthly "What are you working on?" thread
In the language, I added anonymous array literals. I did some cleanup in the compiler and updated to LLVM 12 from 10 (which was pretty trivial, surprisingly). I also added frozen, a C++ perfect-hashing library, as a dependency to speed up the lookup of keywords in my lexer. The library exploits C++’s constexpr features to generate a perfect hash at compile-time without any separate build step, which is great, and it also provides a drop-in replacement for std::unordered_map that uses the hash.
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MSVC Backend Updates in Visual Studio 2019 version 16.10 Preview 2 | C++ Team Blog
This is where I plug Frozen :-] https://github.com/serge-sans-paille/frozen
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What (relatively) easily to implement features would you like to see in c++23.
I’ve no idea how hard it is to implement, but return type polymorphism would be nice. Especially returning different things based on the constexpress of the result. And then add Frozen eqivalents of associative containers to the STL, so that, for example constexpr auto set = std::make_set(...) would be frozen::set, and auto set = std::make_set(...) would be std::set.
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Compile-time INI config parsing and accessing with C++20
In which case, I believe the answer your question would be yes: the frozen map.
entt
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Using Jolt with flecs & Dear ImGui: Game Physics Introspection
EnTT is a popular alternative to flecs for C++, which has different performance/memory characteristics.
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Focus: A simple and fast text editor written in Jai
https://pastebin.com/VPypiitk This is a very small experiment i did to learn the metaprogramming features. its an ECS library using the same model as entt (https://github.com/skypjack/entt). In 200 lines or so it does the equivalent of a few thousand lines of template heavy Cpp while compiling instantly and generating good debug code.
Some walkthrough:
Line 8 declares a SparseSet type as a fairly typical template. its just a struct with arrays of type T inside. Next lines implement getters/setters for this data structure
Line 46 Base_Registry things get interesting. This is a struct that holds a bunch of SparseSet of different types, and providers getters/setters for them by type. It uses code generation to do this. The initial #insert at the start of the class injects codegen that creates structure members from the type list the struct gets on its declaration. Note also how type-lists are a native structure in the lang, no need for variadics.
Line 99 i decide to do variadic style tail templates anyway for fun. I implement a function that takes a typelist and returns the tail, and the struct is created through recursion as one would do in cpp. Getters and setters for the View struct are also implemented through recursion
Line 143 has the for expansion. This is how you overload the for loop functionality to create custom iterators.
The rest of the code is just some basic test code that runs the thing.
- Crash Course: entity component system
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Introducing Ecsact
Since we wanted a common game simulation that would be on both the server and the client we looked into a few libraries that would fit our ECS needs. It was decided we were going to write this common part of our game in C++, but rust was considered. C++ was a familiar language for us so naturally EnTT and flecs came up right away. I had used EnTT before, writing some small demo projects, so our choice was made based on familiarity. In order to integrate with Unity we created a small C interface to communicate between our simulation code and Unity’s C#. Here’s close to what it looked like. I removed some parts for brevity sake.
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Sharing Saturday #472
Are you sure you don't want to use a C++ package manager? Libtcod is on Vcpkg and with that setup you could add the fmt library or EnTT. fmt fixes C++'s string handling and EnTT fixes everything wrong with the entities of the previous tutorials.
- Where can I find the juiciest, most complex and modern c++ code?
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What are the limits of blueprints?
There's also a performance question. While we can now use Blueprint nativization to convert Blueprints to C++ the result will be a fairly naive version, fast enough for most purposes but not if you're trying to push every bit of performance. This is where you're looking at making sure you're hitting things such as using the CPU cache as well as possible for an ECS system (Look at ENTT or Flecs if you want to see what they're about and why you'd want one), or a system needing to process massive amounts of data quickly such as the Voxel Plugin.
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any resources for expanding on ECS?
For a modern engine you’re probably best looking at Unity’s DOTS. You may also want to check out some of the different open source ECS libraries such as flecs and EnTT are two popular ones for C++, but there’s lots of them. Largely you’ll see lots of different approaches taken, all with their own pros and cons. Not all of them will be performant (some focus more on the design benefits) while others will be optimised for certain use cases. What you should prioritise will depend on your specific needs.
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DynaMix 2.0.0 Released
You can think of DynaMix as combining one of these libraries with an ECS like entt(https://github.com/skypjack/entt)
- Flecs – A fast entity component system for C and C++
What are some alternatives?
gram_grep - Search text using a grammar, lexer, or straight regex. Chain searches for greater refinement.
flecs - A fast entity component system (ECS) for C & C++
parallel-hashmap - A family of header-only, very fast and memory-friendly hashmap and btree containers.
Hazel - Hazel Engine
STL - MSVC's implementation of the C++ Standard Library.
raylib - A simple and easy-to-use library to enjoy videogames programming
bluebird - A work-in-progess programming language modeled after Ada and C++
flecs-lua - Lua script host for flecs
mpv - 🎥 Command line video player
Roguelike-Tutorial-2021 - Roguelike tutorial written hard with GDscript
c3c - Compiler for the C3 language
UnrealCLR - Unreal Engine .NET 6 integration