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Updated
Aug 28, 2021 - C++
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EASTL stands for Electronic Arts Standard Template Library. It is an extensive and robust implementation that has an emphasis on high performance.
Gaming meets modern C++ - a fast and reliable entity component system (ECS) and much more
Sol3 (sol2 v3.0) - a C++ <-> Lua API wrapper with advanced features and top notch performance - is here, and it's great! Documentation:
a modern C++ GUI library
Postmodern immutable and persistent data structures for C++ — value semantics at scale
A curated list of awesome header-only C++ libraries
Header-only, event based, tiny and easy to use libuv wrapper in modern C++ - now available as also shared/static library!
Real-time 3D face tracking and reconstruction from 2D video
Thor currently creates objects over the mbus protocol at various places (see below for a list); it does that by directly constructing protocol messages. To make the code more maintainable (e.g., such that we can later restructure the architecture of mbus and resolve issues #158 #159 #160), it would be beneficial to refactor Thor to use an abstraction over mbus instead. This abstraction can be simi
stdgpu: Efficient STL-like Data Structures on the GPU
C++ Library for Audio Digital Signal Processing
The reasons why this header file lives outside of game_logic don't apply anymore. It would make things simpler if it was merged into the other "global" file.
We have one usage of Q_FOREACH. This had been discouraged for some time (since 2016-06-16).
https://github.com/Mudlet/Mudlet/blob/c5285d17615029a7af245948f7dad18c8c39fecc/src/Host.cpp#L1785
`Q_FOREACH(variable, co
Modern C++ high level GBA engine
Thin C++-flavored wrappers for the CUDA Runtime API
C++11 implementation of the supervised descent optimisation method
Header-only, non-intrusive and macro-free runtime reflection system in C++
🤸🏾♀️
A modern and easy-to-use library for the Vulkan API
Parse command line arguments by defining a struct
Code I use in my game for all serialization/deserialization/introspection stuff
at the moment only ntw::system namespace and ntw::memory components are tested.
It would be great to have a test suite that covers most of the library.
Fast CSV parser and writer for Modern C++
Ubpa Entity-Component-System (U ECS) in Unity3D-style
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