A not-so-quick introduction to the C++ allocator model

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  • rust

    Empowering everyone to build reliable and efficient software.

    Have to admit to skimming -- this is complicated, but neat! -- but I also have to say lack of pluggable per-container allocators in Rust is perhaps my chief complaints at this point; really miss this from the C++ STL.

    I don't pay attention much the process or politics, but allocator_api feels like it is stuck in permanent limbo. https://github.com/rust-lang/rust/issues/32838 -- opened 6 years ago, still pending.

  • noh

    An open source implementation of Icefrog's DotA, with a pretty amazing engine. Builds in 3 minutes flat; cross-platform.

    Yes. Sorry for the low brow comment, but fuck unity. I really dislike the fact that if someone wants to become a gamedev in 2023, their only practical options are to write everything themselves, learn unity, or learn unreal engine. I’ve been putting together an alternative. https://github.com/shawwn/noh

    It’s frankly amazing to work with a production grade engine that compiles in three minutes. I wouldn’t trade it for all the complexity in unity, regardless of how many extra copies I’d sell. But I realize I’m in the minority.

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