~/talks

Mathieu Ropert

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Heaps Don’t Lie - Guidelines for Memory Allocation in C++ACCU 20252025-04-01
Claims ten concrete rules: prefer stack allocation because it’s a one-register add; avoid malloc in hot/parallel sections because system calls and swapping can…
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The U-Word: Why Software Developers Should Talk About UnionsACCU 20252025-04-01
Argues that software engineers can solve ignored technical debt and burnout by organizing, citing historical union roots long before communism and Sweden’s 69%…
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Data Oriented Design and Entity Component System ExplainedACCU 20242024-04-17
Explains why memory locality beats extra abstractions, shows Quickbench microbenchmarks with realistic padding to turn a ~10–15% win into 2×+ as structures…
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Can It Run Doom? - 1993 Classic Doom & Program EfficiencyACCU 20242024-04-17
Shows that 1993 Doom truly runs on tiny hardware and yet modern stores list inflated requirements, backing that with actual specs: 386 CPU 4 MB RAM 24 MB disk…
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Data Storage in Entity Component SystemsMeeting C++ 20232023-11-12
Claims that reorganizing game data into struct-of-arrays memory layouts and using a simple dense-storage pattern with swap-delete with indirection yields much…
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Breaking Enigma With the Power of Modern C++ACCU 20232023-04-19
Recreates an Enigma cracker that runs in C++ using C++20 compile-time tables and constexpr code generation, 16+ core parallel_for on a 2020s CPU, and tight…
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Multi Threading Model in Paradox Games: Past, Present and FutureACCU 20232023-04-19
Paradox moves from per-entity parallel_for (Intel TBB) in older titles (EU4/HoI4/Stellaris) to a pre-update/post-update stashes model in Crusader Kings 3 that…
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Breaking Enigma with the Power of Modern C++Meeting C++ 20222022-11-17
Claims a modern desktop can break Enigma using optimized C++: a C++20 implementation with C++20 parallel algorithms, compile‑time rotor wiring…
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Breaking Enigma With the Power of Modern C++CppCon 20222022-09-11
Shows a practical attempt to recover an M4 Enigma message (P10 3681) on a modern desktop, using C++20 and a 16-core CPU. Claims and measurements: compile-time…
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The Basics of ProfilingACCU 20222022-04-06
Explains when sampling versus instrumentation actually finds root causes, demos the game profiler Optick live and compares it to vTune; shows a mutex that…
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Measuring The WorldACCU 20222022-04-06
A rapid tour of measurement history gives concrete claims and surprises: the Egyptian cubit ≈50 cm, the Roman mille passus = 1,000 paces later morphing into…
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The Basics of ProfilingCppCon 20212021-10-24
Begins with a clear claim: profiling finds what is actually slow, not what feels slow. Demonstrates two profiler families, sampling vs instrumentation, and…
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Multi Threading Model in Paradox Games: Past, Present and FutureCppCon 20212021-10-24
Paradox documents an evolution from an older TBB-based, per-entity parallel_for model used in Europa Universalis IV Hearts of Iron IV and Stellaris to a…
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This Videogame Developer Used the STL and You'll Never Guess What HappenedACCU 2021 Online2021-03-10
Claims production C++ game uses the STL successfully on CPU‑bound code and measurable problems mostly come from toolchain choices not abstractions. Benchmarks…
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Become A Game Developer In 5 Minutes Or LessCppCon 20202020-09-14
Claims a five minute crash course and then shows the concrete minimal game: main loop: input, update, render with updates driven by elapsed time or by frame…
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UnicornsCppCon 20202020-09-14
History traces unicorn lore from the Indus Valley to Aristotle to medieval Christian allegory then to scams selling narwhal tusks as miraculous horn and Marco…
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Making Games Start Fast: A Story About ConcurrencyCppCon 20202020-09-14
Uses Intel VTune to find heavy mutex contention inside the filesystem layer (fizsfest) and shows that a single global lock causes ~50 seconds of spin-wait on a…
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Crowd ReviewCppCon 20192019-09-15
A live crowd review shows several short C++ snippets that either fail to compile or embody decades-old habits: book claims C++11/14/17 yet examples use C-style…
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This Videogame Programmer Used the STL and You Will Never Guess What Happened NextCppCon 20192019-09-15
A production CPU‑bound game uses the STL and finds concrete tradeoffs: vector wins for hot data because of cache locality and sometimes outperforms map/set for…
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Cato the ElderCppCon 20192019-09-15
Argument: most C++ build files are overcomplicated and can be rewritten to about 1/5 the length, which makes packaging, changing build configuration, and…
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The State of Package Management in C++ACCU 20192019-04-10
Status update on C++ packaging in 2019: two practical options dominate — Conan: 300 curated packages, binary caching and decentralised remotes focuses on…
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Early Modern C++: How to Handle a C++03 Codebase in $CURRENT_YEARCppCon 20182018-09-23
Argues that Modern C++ principles—zero-cost abstractions, strong typing, concepts-like generic code and RAII—predate C++11 and that many C++11/14/17…
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C++ API & ABI versioningACCU 20182018-04-11
Defines API as a contract and ABI as how binaries talk, and shows which exact edits break what: changing a function signature triggers name mangling mismatches…
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The need for a package manager interfaceMeeting C++ 20172017-11-09
C++ lacks a standard interface between package managers and build systems so projects avoid reuse; dozens of build systems and thousands of existing projects…
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Modern CMake for modular designMeeting C++ 20172017-11-09
Shows concrete migration from legacy CMake anti patterns to target-based usage: how to express dependencies with target_link_libraries with…
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API & ABI versioningMeeting C++ 20172017-11-09
Defines concrete rules that decide compatibility: which symbol names change, how mangling and vtable layout and struct offsets alter binaries, and when those…
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“Using Modern CMake Patterns to Enforce a Good Modular Design”CppCon 20172017-09-24
Argues that using modern CMake target APIs enforces modular design by making dependencies explicit, avoiding flag leaks, and catching circular or hidden links…
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API & ABI Versioning...CppCon 20172017-09-24
Defines API vs ABI by concrete effects: symbol mangling changes when argument types change, struct size/alignment and member order change binary layouts, and…
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