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Persistent Mapped Buffers in OpenGL

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It seems that it’s not easy to efficiently move data from CPU to GPU. Especially, if we like to do it often - like every frame, for example. Fortunately, OpenGL (since version 4.4) gives us a new technique to fight this problem. It’s called persistent mapped buffers that comes from the ARB_buffer_storage extension.

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Errata and a Nice C++ Factory Implementation

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I’ve finally got my copy of “Effective Modern C++”! The book looks great, good paper, nice font, colors… and of course the content :) While skimming through it for the first (or second) time I’ve found a nice idea for a factory method. I wanted to test it. The idea   In the Item 18 there was described how to use std::unique_ptr and why it’s far better than raw pointers or (deprecated) auto_ptr.

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C++ Status at the end of 2014

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This was a good year for C++! Short summary (language features): Clang supports C++14 GCC supports C++11 and most of C++14 (Full support in upcoming GCC 5.0) Intel 15.0 supports C++11 (some features on Linux/OSX only) Visual Studio tries to catch up with C++11, but it also introduces C++14 features as well… and it become (almost) free!

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Flexible particle system - Optimization through tools

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In this post I will test several compiler options and switches that could make the particle system run faster. Read more to see how I’ve reached around 20% of performance improvement! The Series   Initial Particle Demo Introduction Particle Container 1 - problems Particle Container 2 - implementation Generators & Emitters Updaters Renderer Introduction to Software Optimization Tools Optimizations (this post) Code Optimizations Renderer Optimizations Summary Start   We are starting with those numbers (Core i5 Sandy Bridge):

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OpenGL 4.5

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OpenGL 4.5 has just arrived! Since Siggraph 2014 is happening right now, we could expect a new version of OpenGL. And it happened! Khronos announced OpenGL 4.5! Not a major update, but still adds some nice features to the API. What about OpenGL 5.0? Is there any news here? Changes   GL_ARB_clip_control GL_ARB_cull_distance GL_ARB_ES3_1_compatibility GL_ARB_conditional_render_inverted GL_KHR_context_flush_control GL_ARB_derivative_control (GLSL) GL_ARB_direct_state_access GL_ARB_get_texture_sub_image GL_KHR_robustness GL_ARB_shader_texture_image_samples (GLSL) GL_ARB_texture_barrier As you can see, this list of changes is not that impressive.

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Review of "D Cookbook"

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I am very curious about the D language and its community. Although, I do not have lot’s of experience with this language, I try to track news and important updates. Recently, I’ve noticed that there is another book released regarding the language: D Cookbook, by Adam D. Ruppe Let’s see what’s inside this book

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Flexible particle system - OpenGL Renderer

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As I wrote in the Introduction to the particle series, I’ve got only a simple particle renderer. It uses position and color data with one attached texture. In this article you will find the renderer description and what problems we have with our current implementation. The Series   Initial Particle Demo Introduction Particle Container 1 - problems Particle Container 2 - implementation Generators & Emitters Updaters Renderer (this post) Introduction to Optimization Tools Optimizations Code Optimizations Renderer Optimizations Summary Introduction   The gist is located here: fenbf / ParticleRenderer

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