Eduardo K. Simioni

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Programmer/director gamedev. 20+ years shipping games in multiple countries in different roles. Ex-Massive, Funcom, Ubisoft Montreal, Milestone Srl, Bohemia Interactive, now at CDPR. Lots of grey hairs from code, pipelines, bones and bugs.

I only post about gamedev, code, tech and an occasional reminder here and there that the planet is burning.

This is a quite good "reference sheet for optimization techniques", with benchmarks done on their usefulness:

https://hackaday.com/2024/07/13/c-design-patterns-for-low-latency-applications/

There is a link to the paper on the article and sample code on GitHub:

https://github.com/0burak/imperial_hft

It would be interesting to run this code (or equivalent) in dev kits and see if the results are similar.

#cpp #gamedev #HFT

C++ Design Patterns For Low-Latency Applications

With performance optimizations seemingly having lost their relevance in an era of ever-increasing hardware performance, there are still many good reasons to spend some time optimizing code. In a re…

Hackaday

All these large language models (LLM's) doing coding is great and all, but there is quite a leap from simple apps to large architectures with tons of micro-services and whatnot.

But WHAT IF instead of focusing on LLM's writing the code we don't get these LLM's to *give more contextual compiler errors* instead?

What if MS makes a "compiler assistant" in VS that parses not only the error but also the code around it to give contextual advice?

Could MS... finally make clippy useful?