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does it require CS degree to work as a gamedev? I’ve been developing both 2D and 3D games using Raylib I currently consider myself a hobbyist, but if I wanted to pursue a career in the game industry, would strong experience and solid projects be enough to get in? and if no what do i need https://redd.it/1tqbhf1 @r_cpp

“I wanted a C++ UI that didn’t look 20 years old” https://github.com/sudoevolve/EUI-NEO https://redd.it/1tq2anv @r_cpp

YCETL: a compile time STL like template library to generate data structures that can be used at runtimes I posted this days ago but the 'automated admins took it down saying was generated by AI' as the formulation was maybe too academic. Trying now with other words. Short storry: I wanted to generated python glue code for webgpu based on webgpu header. After exploring libclang and generating correct results, I wanted something more generic, more 'built in into C++'. At the beginning I thought will be easy with constexpr compile time tricks, but turned out the compile time 'runtime' is very restrictive. And I solved the challenges with ycetl. https://github.com/zokrezyl/ycetl This is not a toy project, it is work of couple of months, fight with windmills of compile time runtime. If you see issues that can make it production ready, please share. https://redd.it/1tpxgqm @r_cpp

Is the C++ ecosystem ready to fully move away from C++17? We’re starting a new backend project, and there’s a strong push to go straight to clean C++20 without caring about legacy stuff. But I’m still a bit worried that the open-source ecosystem (frameworks, popular libraries, etc.) isn’t fully ready to drop C++17 yet. I’m also concerned that if we completely move away from something like Boost in favor of C++20 standard features, we might just end up running into all sorts of tooling and compatibility issues instead of real benefits. Are there any examples of large-scale server-side projects already running C++20 in production without relying on C++17? https://redd.it/1tpwh0n @r_cpp

Where to start Absolute begineer to c++ where to start from which youtuber or website to follow https://redd.it/1tpul4o @r_cpp

Let the Compiler Check Your Units -- Wu Yongwei (ACCU Overload) https://accu.org/journals/overload/34/192/wu/ https://redd.it/1tpob9w @r_cpp

VSCode extension that integrates cppreference docs into editor/LSP https://marketplace.visualstudio.com/items?itemName=orlac.cpp-docs https://redd.it/1tpoa3v @r_cpp

How do you feel about C++ 20 modules? Do you find yourself using C++ 20 module dependencies in your projects? Do you maintain two interfaces (header + module) for the libraries you author? Or do you author new libraries with modules only interfaces? Or are you not using modules in anyway at all (guess this is the case for majority of us)? https://redd.it/1tp7hz5 @r_cpp

3,000 TUs and our build times are an embarrassment Hey. Im working on a monorepo that's grown to around 3k translation units and build times are hurting iteration speed. Currently on Make, been hearing good things about Ninja and haven't touched MSBuild outside of Visual Studio. Curious what people with large codebases are running. Did some rough testing, single file changed, 16-core machine: \# incremental build, 1 file changed, 3k TU project make -j16 \~4.2s ninja \~0.9s msbuild /m:16 \~7.8s Wondering if anyone's tried clang-cl with Ninja on Windows to sidestep the MSBuild overhead entirely. Also regularly maxing out local core count, which makes me wonder if we've hit a hardware ceiling? https://redd.it/1tp3s5s @r_cpp

undercurrent: A proof-of-concept library to fix range adaptor inefficiencies Hi, I'm a hobbyist programmer and I recently came across Barry Revzin's blog post about inefficiencies in the C++ ranges library when filter or reverse is mixed into an adaptor chain. I wanted to see if I could do something about it, and after some experimentation I ended up with this library: undercurrent. The core idea is a customization point object uc::advance_while, which descends the iterator hierarchy recursively rather than operating at the top level. This allows algorithms to do their work at the lowest iterator level, avoiding redundant predicate evaluations. I observed a significant speed improvement with an adapter chain like take_while | transform | filter | reverse. On Clang 22 + libc++, I'm seeing roughly 16x speedup over std::ranges. Though MSVC shows a smaller improvement (\~2x). Currently supports a minimal set of adaptors and algorithms. GCC is not yet working, likely due to module-related issues. I'd love to hear your feedback, thoughts, or any edge cases I should consider! GitHub: https://github.com/atstana/undercurrent Barry Revzin's blog: https://brevzin.github.io/c++/2025/04/03/token-sequence-for/ https://redd.it/1tn8jqi @r_cpp

How an MS-DOS picklist problem in 1991 became std::bitset -- by the author who proposed it I served on the original ISO C++ Standards Committee (J16) and proposed std::bitset. I recently wrote up the story of how it came to be -- starting from a memory-constrained MS-DOS application, through the early days of templates, and into C++98. I also touch on the parallel story of bitstring, which became vector<bool> and eventually boost::dynamic_bitset. https://freshsources.com/blog/ https://redd.it/1to6qww @r_cpp

What Happens When You Build a Chat Server on One Thread? https://anarthal.github.io/servertech-chat/ https://redd.it/1to5dg2 @r_cpp

C++23 : Articulated-Rigid-Body dynamics library for graphics v1.0 (ABA/RNEA+GJK/EPA+AD) I have been working on a small C++23 library for articulated rigid-body dynamics for computer graphics, and I have prepared a v1.0 release. The project uses spatial algebra and currently includes articulated-body algorithms (ABA/RNEA), URDF support, collision detection and resolution functionality (GJK/EPA, including openGJK), automatic differentiation (AD) support, and example/test programs. I have focused on is keeping everything simple, including the setup: a single line, standard CMake build is enough to download/build all dependencies and run the examples/tests. The project is still evolving, but v1.0 is intended to mark a stable API and a largely complete core feature set. I’m interested in feedback from C++ developers, particularly around API design, library structure, performance, and general usability. Available here: ARB Library https://redd.it/1to37ao @r_cpp

[std-proposals] Benchmarking using the standard library as a module https://lists.isocpp.org/std-proposals/att-18441/attachment https://redd.it/1to00y0 @r_cpp