Lifetimes in C++ (Code Chill) | Cakez Reacts

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Cakez

Cakez

Күн бұрын

By ‪@TheCherno‬ • ALWAYS think about LIF...
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My Game Tangy Defense
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About Me *
Hey! And welcome. I'm an indie game developer, currently working on a Tower Defense Game written entirely in C/C++, I tried using Unity or Unreal Engine in the past, but never really found much success. I'm mostly posting devlog / devblog videos where I show off the progress I make on the game.
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Check out some of my other videos!
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• My life changing year ...
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#cpp #gamedev #coding

Пікірлер: 18
@potato9832
@potato9832 Ай бұрын
I hate code reviews. It is nothing more than arrogant opinion vs arrogant opinion.
@tubeincompetence
@tubeincompetence Ай бұрын
"Where does he live".. Australian I believe
@morglod
@morglod Ай бұрын
remember: Cherno dont know how varargs works he just made much more mad code from this LOL
@HairyPixels
@HairyPixels Ай бұрын
Southern Hemisphere bro. It's winter there now!
@syne1456
@syne1456 Ай бұрын
now we have asmonfuckinggold in c++ too wtf
@user-sb5vt8iy5q
@user-sb5vt8iy5q Ай бұрын
This guy is exactly what I needed on my second monitor
@arsenbabaev1022
@arsenbabaev1022 Ай бұрын
yeah, but this one is around 5x dumber.
@Brad_Script
@Brad_Script 29 күн бұрын
I learned opengl from Cherno
@Itzmehavoc
@Itzmehavoc Ай бұрын
Useful content ❤
@sechmascm
@sechmascm Ай бұрын
I'm currently doing the rpg part of an engine without worrying about rendering or external libraries because I'm learning C++, and I'm doing a single cpp and lots of header files. It's a matter of preference and of use. I think an engine is more prone to be a header library. You can add as many cpp files as you want when making an actual game and easily import your engine to whichever part of your game needs it. Although it's a few weeks of work so I don't know if I'll have to refactor yet
@TheTrienco
@TheTrienco Ай бұрын
One big benefit of splitting the code is build times. Unless you do a full rebuild, the only .cpp files that have to be compiled are those that were modified, either directly or because an included header changed (one reason why implementation should be in .cpp files and not directly in the header, of course if there is only one .cpp file that can include them, it doesn't matter, since now every tiny change anywhere will force a full rebuild).
@sechmascm
@sechmascm Ай бұрын
@@TheTrienco I did hear about that. I'll probably start doing it when introducing input control, rendering, physics if any, gameplay loop and similar stuff. As of now I'm doing pure C++ programming for core systems that are not really that big on their own, so I think I can keep going for a bit. I do see the appeal for a full scale project though
@TheTrienco
@TheTrienco Ай бұрын
@@sechmascm For smaller tools it often doesn't matter. I have a habit of starting off projects with "just trying" stuff and dumping it all in one file. By the time you get to the point of "I really have to get structure into this mess" it takes 10x longer to sort it all out and is a painful experience to untangle it all.
@hbobenicio
@hbobenicio Ай бұрын
The only part I don't like about not cleaning global/static resources is now the need to cherry pick resources when running sanitizers or any other leak analyzers / memory profiler (for example, -fsanitize=address,undefined and valgrind). I like sanitizers reports showing 0 leaks. If only the language had a way to state intentional leaking... For me, the problem is not "to clean or not to clean", but how expensive is your cleaning procedures. If your static cleanup takes 10s, probably you're calling thousands and thousands of free's or close's and you probably are not allocating rationally. The actual mistake for me is that you're not polling those resources which would make cleanup cheap.
@mjthebest7294
@mjthebest7294 Ай бұрын
Very hard to understand what you say when you talk overlapped with him.
@Inevitablerizzler
@Inevitablerizzler 28 күн бұрын
Having more files doesn't make it a complicated game
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