🇨🇦 Kyle Halladay

54 Followers
29 Following
226 Posts
I make graphics tech for mobile games, and dabble in engine dev as needed. Shared pointers must die. Random tutorials and thoughts @ http://kylehalladay.com
ah chicago. Winter cold finally let up, and we've now moved into thunderstorm season.
@akien Lost Cities is a big hit with my wife.
Wtf would a "Blockchain based gaming platform" even do?
@banditjoj Don't you mean "boop three snoots and you're oot" ? :D
@st4ts I really like this
@jos what's "carewave" ? I like the sound of that.
@_discovery I hadn't seen this before, and I now that I have, think this is exactly how I'm going to go (either this header, or a subsequent one). Thanks for the link!

on the one hand, I don't really want to worry about containers / Win32 threads, all that jazz.

on the other hand... my hobby projects are all namespaced functions and POD structs...even using vector feels odd. not sure I can handle even more cognitive dissonance.

debating whether I want to just say screw it and use standard library threading for my next vulkan experiment, or actually give a shit and use Win32 threads / ditch the standard library altogether.

@photex I'm a big fan of weak pointer. Or alternatively, unique_ptrs for ownership and bare pointers for observing if there's a good argument against weak_ptr.

I think the problem with shared pointers is how easy it is for a code base to fall into the trap of leaning on them too much, and ending up as a total mess.

In my experience, 90% of the time a class member is a shared pointer, it indicates a larger architectural problem.