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Wednesday, May 11 • 4:30pm - 6:00pm
Implementation of a multithreaded compile-time ECS in C++14

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An alternative to deep inheritance trees for game and application architecture design is "composition". Separating data from logic allows the code to be more reusable and more efficient, alongside additional benefits. Using modern C++14 features and heavy metaprogramming, it is possible to design an efficient and user-friendly compile-time multithreaded component-based entity system library, striving for intuitive syntax and cost-free abstractions. By leveraging the compile-time knowledge regarding components and systems, the implementation can figure out what computations can run in parallel and how to efficiently store and manage components.

Speakers
avatar for Vittorio Romeo

Vittorio Romeo

Software Engineer, Bloomberg
Vittorio Romeo (B.Sc. Computer Science) has been a Software Engineer at Bloomberg for more than 3 years, working on mission-critical company C++ infrastructure and providing Modern C++ training to hundreds of fellow employees.He began programming around the age of 8 and quickly became... Read More →


Wednesday May 11, 2016 4:30pm - 6:00pm
Bethe

Attendees (20)