~/talk

C++ in Huge AAA Games

Talkat CppCon 2014 · on Thursday, 2014-09-11· at 15:15· Descartes· [rust]
links:none on file
slides:none on file

Codebase compiles into a single executable with millions of lines (3.5M+C++ for one game), and iteration time targets are concrete: distributed building gives 3–5 minute edit‑compile cycles via FastBuild with unity builds and network caching. Engineering choices are specific: no exceptions, custom reflection, own containers (not std::vector), OB1 minimal inlining for faster debug targets, global singletons via static buffers, generated code and an object analyzer to find hot template bloat, memory tagging and frame allocators to eliminate fragmentation.

AI-written summary · about

  1. 0:00Introduction
  2. 0:50Agenda
  3. 1:24Ubisoft Montreal
  4. 2:05Big codebase
  5. 3:17Code structure
  6. 5:03Engine
  7. 7:15FastBuild
  8. 13:59Code Generation
  9. 18:00Performance
  10. 25:55Singletons
  11. 27:37GlobalSingleton
  12. 28:15Shapes
  13. 31:51Heap
  14. 33:49Frame locator
  15. 34:30Debug challenges
  16. 35:49One day course
  17. 36:19Empty call stack
  18. 36:37Corrupted pointer register
  19. 36:54Memory tagging
  20. 38:12Breakpoints
  21. 39:18Memory Corruption
  22. 40:19Alligator
  23. 42:30Questions
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