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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 LP
Vittorio Romeo is an Italian 21 year old Computer Science student at "Università degli Studi di Messina". He began programming at a very young age and is now a C++ enthusiast. While following the evolution of the C++ standard and embracing the newest features, he worked on several open-source projects, including modern general-purpose libraries and free cross-platform indie games. Vittorio is an active member of the C++ community: he... Read More →


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

Attendees (20)