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  1. I’ve retired – again

    Here is a semi-organized list of things I have worked on: https://chrisgreendevelopmentblog.wordpress.com/about/ Here is a link to an AMA i started if anyone has questions: https://www.reddit.com/r/AMA/comments/1uyk4wf/ama_retired_from_game_and_tech_indus…

  2. A very useful system to have, especially in large codebases (including in game development) is an automated unique symbol generator.

  3. Custom programming language implementation I’ve had some programming language design ideas rattling around for a while.

  4. This article benchmarks a few different implementation possibilities for this pattern: There are a large number of units of parallel work to be done Each work item may spawn more work items, so the work set changes during execution, and worker threads not…

  5. C++11 added both standardized support for simple mutexes (std::mutex) and read/write mutexes (std::shared_mutex).

  6. A common scenario in large-scale C++ development is having top-level classes (or functions) which expose rich API interfaces with a lot of settable parameters and options.

  7. I have an application that involves voxellizing meshes into a large 3d array of floats and then performing image-processing type operations on the resultant 3d array of floats.

  8. In my application, I need to find interactions between curves defined over time.

  9. I needed to write a basic worker thread pool implementation.

  10. One of the first pieces of code that is usually required early in a project are some functions for simply printing messages and formatting program data into human-readable text form.