Hello everyone!
My CppCon 2015 trip report and talks are now available for free on YouTube.
[VLOG] CppCon 2015 report, upcoming tutorial, Patreon Watch on YouTube
Talk videos:
“Implementation of a component-based entity system in modern C++” Watch on YouTube
“
for_each_argument
explained and expanded” Watch on YouTube
Enjoy! You can find all the code and slides on this GitHub repository.
Also, I’m now on Patreon - your support is always extremely appreciated :)
I’ve published two new video tutorials on my YouTube channel. The videos introduce a new series: “Dive into C++14”.
Like the previous series, dedicated to the C++11 standard, “Dive into C++14” will show the convenience and power of the latest standard (C++14) through videos regarding various topics.
The format of the videos is what makes “Dive into C++11” and “Dive into C++14” different from other tutorials: well-commented and well-formatted independently compilable chronologically sequential code segments will show the audience the thought process behind writing modern C++14 code.
Dive into C++14 - [1] - Introduction to C++14 core language features Watch on YouTube
The first video is a brief introduction to some of my favorite new C++14 core language features. The target audience is newcomers to the C++14 standard who already have some experience with C++11.
Dive into C++14 - [2] - for_each_argument
explained and expanded Watch on YouTube
The second video covers a very interesting code snippet originally posted on Twitter by Sean Parent: for_each_argument
.
It shows and explains the usage of C++14 compile-time integer sequences, and analyzes a very interesting iterative implementation of an alternative version of Sean’s function that takes the desired arity as a template parameter.
Feel free to fork/analyze/improve the source code on my GitHub page. You can find previous episodes here: Playlist
I’ve uploaded part 5 of Dive into C++11 on my YouTube channel.
In this episode we’ll see various ways of implementing entity management in your games, starting with a very simple “one vector per object type” approach. We’ll consider a “polymorphic inheritance tree” approach as well, and finish the video by re-implementing our Arkanoid clone with a simple but effective component-based design.