nanobench
VVVVVV
nanobench | VVVVVV | |
---|---|---|
13 | 28 | |
1,315 | 6,827 | |
- | - | |
0.0 | 9.7 | |
8 days ago | 22 days ago | |
C++ | ActionScript | |
MIT License | GNU General Public License v3.0 or later |
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.
nanobench
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The issue of unit tests and performance measurements (Benchmark)
An alternative is tracking the number of instructions a test executes: https://github.com/martinus/nanobench
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how do you properly benchmark?
Nano bench is a great library with low overhead. https://github.com/martinus/nanobench
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Much Faster than std::string, fmt::format, std::to_chars, std::time and more?
I've done a relatively simple test of taking random doubles (between 0 and 1), converting them to a C string via std::to_chars and then converting that C string back to a double via std::from_chars vs his xeerx::chars_to and got the following results on my machine via nanobench:
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Can you give an example of well-designed C++ code, and explain why you think it is so?
I like https://nanobench.ankerl.com/
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Best accurate way to measure/compare elapsed time in C++
Of course, the best way to benchmark is nanobench: https://nanobench.ankerl.com/
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The 23 year-old C++ developers with three job offers over $500k
I've created robin-hood-hashing and nanobench, and recently made some contributions to Bitcoin and doxygen
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I don’t know which container to use (and at this point I’m too afraid to ask)
Right. Regex runtime construction is known to be slow, so ideally the state machinery construction is built at compile time (boost.xpressive, ctre). Also, boost.regex is faster than most of the std implementations if compile time isn’t possible. And if that’s no good rewrite without regex. Since it sounds like it’s all encapsulated at least it would be easy to measure the options. These days I use this one to compare https://nanobench.ankerl.com/
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I'm writing a microbenchmarking library called "precision" without any macros. What do you guys think of the API?
You can check the API of nanobench which also doesn't use macros, as far as I have used it.
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C++20 std::format is 2x slower than std::fstream?
I've tried again with your latest changes and decided to use https://github.com/martinus/nanobench for a better benchmark and got the following output:
- Nanobench: Fast, Accurate, Single-Header Microbenchmarking Functionality For C++
VVVVVV
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why are gamedevs so against sharing code?
*The Monkey's Paw curls* https://github.com/TerryCavanagh/VVVVVV
- It just keeps getting worse the more you scroll
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How to install old(er) linux games with unmet dependencies?
VVVVVV at least has since become open source.
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Good Games for 13 year old laptop with linux mint (Its a Mac book pro 5.1)
VVVVVV - A platformer where you flip gravity instead of jumping. Was recently open-sourced to celebrate the game's 10th anniversary!
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Can you give an example of well-designed C++ code, and explain why you think it is so?
Yeah, just look at this beauty! https://github.com/TerryCavanagh/VVVVVV/blob/master/desktop_version/src/Game.cpp
- Ask HN: Favourite Open Source Game?
- how would i make a game like VVVVVV
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Is making a game supposed to be this messy?
Finally, games are really that complex. Check out for example Terry Cavanagh's blog post on releasing the source code for VVVVVV, and check out the source for Game.cpp (although keep in mind this was ported from ActionScript).
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Nothing but the truth here..
So it seems to be an unofficial policy rather than a written rule, if those allegations are true (remember that those are Wolfire's claims of what Valve said). Certainly there doesn't seem to be consistent enforcement - for instance Tales of Maj'Eyal is free, but $7 on Steam. Apparently there are some minor differences - does that mean that they can claim that it's a "separate version" and hence doesn't need price parity, even though 99.9% of the game is identical? There's also VVVVVV, which is open source (albeit years after initial commercial release) where you can freely build the exact same copy as on Steam ($5), including steamworks support. Does that count as a "separate version" when you just have to compile code? Admittedly these are two indie games, albeit extremely well-known ones, but then - isn't Wolfire Games also an indie studio?
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Seems Steam Deck verification is using Proton instead of native builds in some instances
I think it's worth noting VVVVVV has actually been open-sourced https://github.com/TerryCavanagh/VVVVVV
What are some alternatives?
benchmark - A microbenchmark support library
Celeste - Celeste Bugs & Issue Tracker + some Source Code
fast_io - C++20 Concepts IO library which is 10x faster than stdio and iostream
osu - rhythm is just a *click* away!
robin-hood-hashing - Fast & memory efficient hashtable based on robin hood hashing for C++11/14/17/20
shapez.io - shapez is an open source base building game on Steam inspired by factorio!
curl4cpp - Single header cURL wrapper for C++ around libcURL
skia-binaries - Prebuilt binaries generated with GitHub Actions that are downloaded by skia-binding's build.rs script.
ut - C++20 μ(micro)/Unit Testing Framework
SNKRX - A replayable arcade shooter where you control a snake of heroes.
bench-rest - bench-rest - benchmark REST (HTTP/HTTPS) API's. node.js client module for easy load testing / benchmarking REST API's using a simple structure/DSL can create REST flows with setup and teardown and returns (measured) metrics.
oolite - The main Oolite repository.