Orthodox C++ (sometimes referred as C+) is minimal subset of C++ that improves C, but avoids all unnecessary things from so called Modern C++. It's exactly opposite of what Modern C++ suppose to be.
Achievement | Engine/Game | Why it's bad |
---|---|---|
storing world space positions in gbuffer | STALKER, F.E.A.R. | Depth buffer can be used to derive position saving a lot of memory bandwidth |
uploaded texture upside down | Various engines, mostly Quake derived. | Difficult to debug with tools like apitrace, nsight, pix, renderdoc, etc |
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var mediaJSON = { "categories" : [ { "name" : "Movies", | |
"videos" : [ | |
{ "description" : "Big Buck Bunny tells the story of a giant rabbit with a heart bigger than himself. When one sunny day three rodents rudely harass him, something snaps... and the rabbit ain't no bunny anymore! In the typical cartoon tradition he prepares the nasty rodents a comical revenge.\n\nLicensed under the Creative Commons Attribution license\nhttp://www.bigbuckbunny.org", | |
"sources" : [ "http://commondatastorage.googleapis.com/gtv-videos-bucket/sample/BigBuckBunny.mp4" ], | |
"subtitle" : "By Blender Foundation", | |
"thumb" : "images/BigBuckBunny.jpg", | |
"title" : "Big Buck Bunny" | |
}, | |
{ "description" : "The first Blender Open Movie from 2006", | |
"sources" : [ "http://commondatastorage.googleapis.com/gtv-videos-bucket/sample/ElephantsDream.mp4" ], |
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// ---------------------------------------------------------------------------- | |
// constexpr_hash_murmur.h | |
// ---------------------------------------------------------------------------- | |
// compile time string hashing(murmur hash equivalent). | |
// @see also https://sites.google.com/site/murmurhash/ | |
#pragma once | |
#include <stdint.h> | |
#if defined(_MSC_VER) | |
#pragma warning (push) |
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// Just before switching jobs: | |
// Add one of these. | |
// Preferably into the same commit where you do a large merge. | |
// | |
// This started as a tweet with a joke of "C++ pro-tip: #define private public", | |
// and then it quickly escalated into more and more evil suggestions. | |
// I've tried to capture interesting suggestions here. | |
// | |
// Contributors: @r2d2rigo, @joeldevahl, @msinilo, @_Humus_, | |
// @YuriyODonnell, @rygorous, @cmuratori, @mike_acton, @grumpygiant, |
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;SMBDIS.ASM - A COMPREHENSIVE SUPER MARIO BROS. DISASSEMBLY | |
;by doppelganger ([email protected]) | |
;This file is provided for your own use as-is. It will require the character rom data | |
;and an iNES file header to get it to work. | |
;There are so many people I have to thank for this, that taking all the credit for | |
;myself would be an unforgivable act of arrogance. Without their help this would | |
;probably not be possible. So I thank all the peeps in the nesdev scene whose insight into | |
;the 6502 and the NES helped me learn how it works (you guys know who you are, there's no |
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Latency Comparison Numbers (~2012) | |
---------------------------------- | |
L1 cache reference 0.5 ns | |
Branch mispredict 5 ns | |
L2 cache reference 7 ns 14x L1 cache | |
Mutex lock/unlock 25 ns | |
Main memory reference 100 ns 20x L2 cache, 200x L1 cache | |
Compress 1K bytes with Zippy 3,000 ns 3 us | |
Send 1K bytes over 1 Gbps network 10,000 ns 10 us | |
Read 4K randomly from SSD* 150,000 ns 150 us ~1GB/sec SSD |
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