Here are the slides for my "Live++: A Bag of Tricks" talk presented at Guerrilla Games last Friday.
Enjoy!

PPTX:
https://liveplusplus.tech/downloads/Guerrilla_Games_2026_Live++_A_Bag_of_Tricks.pptx

PDF:
https://liveplusplus.tech/downloads/Guerrilla_Games_2026_Live++_A_Bag_of_Tricks.pdf

#cpp

@molecularmusing excellent talk! I also appreciated the non-technical slides! Danke! 💪
@molecularmusing For interning, another thing I sometimes do in addition to sharding is a fixed-size thread-local cache since sharding doesn't help with contention for hot strings that hit the same shard. Another useful trick is to use a tagged representation (e.g. you can store small strings inline via a tagged pointer), so you bypass the data structure entirely; how much this matters depends on the use case (e.g. it can help a lot for identifiers in a compiler).
@pervognsen I did try the usual "7 chars inside an 8-byte pointer" union trick, but storing interned strings with a 4-byte offset instead ended up being faster across large projects.
The TLS cache sounds neat, I should give that a try!
@molecularmusing using NtQueryDirectoryFile to get file attributes in batches is a nice trick, might come in handy some day!
@molecularmusing Thanks! FWIW I think this-relative pointer is commonly referred to as offset pointer (offset_ptr). Used to be super handy for binary deserialization in games!
@zeux From discussions that emerged after the talk it seems there was no consensus to how these things are called :).
@molecularmusing Thanks for sharing, all I want to know now is what is the 'Next Thing' :)
@MouseByTheSea I shared that here a few weeks ago :)
@molecularmusing Doh, I knew I shouldn't have taken a break :) Let me peek into the past...
Stefan Reinalter (@[email protected])

I've been working on something new since August 2025 and have decided to finally spill the beans: Introducing "Project Echo", a deterministic Record & Replay tool for PS5: https://www.youtube.com/watch?v=K_sdN5-N4iA Please read the video description and let me know your brutally honest feedback!

Gamedev Mastodon
@molecularmusing Very cool, will read the thread in more detail soon - record/replay tools, in their many forms, are amongst the most powerful inspection/debugging tools in my experience.