Mathieu Ropert
where else to find them
what they talk about
all 14 in the filters
where they keep going back
- ACCU7 editions2018–2025
- CppCon6 editions2017–2022
- Meeting C++3 editions2017–2023
on a stage with
never shared a talk
who talks about the same things
- Guy Davidson21 talks
- Mike Shah21 talks
- Tina Ulbrich14 talks
- Roth Michaels14 talks
- Victor Ciura50 talks
- Kris Jusiak31 talks
| title | conference | date |
|---|---|---|
| Heaps Don’t Lie - Guidelines for Memory Allocation in C++ | ACCU 2025 | 2025-04-01 |
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… | ||
| The U-Word: Why Software Developers Should Talk About Unions | ACCU 2025 | 2025-04-01 |
Argues that software engineers can solve ignored technical debt and burnout by organizing, citing historical union roots long before communism and Sweden’s 69%… | ||
| Data Oriented Design and Entity Component System Explained | ACCU 2024 | 2024-04-17 |
Explains why memory locality beats extra abstractions, shows Quickbench microbenchmarks with realistic padding to turn a ~10–15% win into 2×+ as structures… | ||
| Can It Run Doom? - 1993 Classic Doom & Program Efficiency | ACCU 2024 | 2024-04-17 |
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… | ||
| Data Storage in Entity Component Systems | Meeting C++ 2023 | 2023-11-12 |
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… | ||
| Breaking Enigma With the Power of Modern C++ | ACCU 2023 | 2023-04-19 |
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… | ||
| Multi Threading Model in Paradox Games: Past, Present and Future | ACCU 2023 | 2023-04-19 |
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… | ||
| Breaking Enigma with the Power of Modern C++ | Meeting C++ 2022 | 2022-11-17 |
Claims a modern desktop can break Enigma using optimized C++: a C++20 implementation with C++20 parallel algorithms, compile‑time rotor wiring… | ||
| Breaking Enigma With the Power of Modern C++ | CppCon 2022 | 2022-09-11 |
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… | ||
| The Basics of Profiling | ACCU 2022 | 2022-04-06 |
Explains when sampling versus instrumentation actually finds root causes, demos the game profiler Optick live and compares it to vTune; shows a mutex that… | ||
| Measuring The World | ACCU 2022 | 2022-04-06 |
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… | ||
| The Basics of Profiling | CppCon 2021 | 2021-10-24 |
Begins with a clear claim: profiling finds what is actually slow, not what feels slow. Demonstrates two profiler families, sampling vs instrumentation, and… | ||
| Multi Threading Model in Paradox Games: Past, Present and Future | CppCon 2021 | 2021-10-24 |
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… | ||
| This Videogame Developer Used the STL and You'll Never Guess What Happened | ACCU 2021 Online | 2021-03-10 |
Claims production C++ game uses the STL successfully on CPU‑bound code and measurable problems mostly come from toolchain choices not abstractions. Benchmarks… | ||
| Become A Game Developer In 5 Minutes Or Less | CppCon 2020 | 2020-09-14 |
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… | ||
| Unicorns | CppCon 2020 | 2020-09-14 |
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… | ||
| Making Games Start Fast: A Story About Concurrency | CppCon 2020 | 2020-09-14 |
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… | ||
| Crowd Review | CppCon 2019 | 2019-09-15 |
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… | ||
| This Videogame Programmer Used the STL and You Will Never Guess What Happened Next | CppCon 2019 | 2019-09-15 |
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… | ||
| Cato the Elder | CppCon 2019 | 2019-09-15 |
Argument: most C++ build files are overcomplicated and can be rewritten to about 1/5 the length, which makes packaging, changing build configuration, and… | ||
| The State of Package Management in C++ | ACCU 2019 | 2019-04-10 |
Status update on C++ packaging in 2019: two practical options dominate — Conan: 300 curated packages, binary caching and decentralised remotes focuses on… | ||
| Early Modern C++: How to Handle a C++03 Codebase in $CURRENT_YEAR | CppCon 2018 | 2018-09-23 |
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… | ||
| C++ API & ABI versioning | ACCU 2018 | 2018-04-11 |
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… | ||
| The need for a package manager interface | Meeting C++ 2017 | 2017-11-09 |
C++ lacks a standard interface between package managers and build systems so projects avoid reuse; dozens of build systems and thousands of existing projects… | ||
| Modern CMake for modular design | Meeting C++ 2017 | 2017-11-09 |
Shows concrete migration from legacy CMake anti patterns to target-based usage: how to express dependencies with target_link_libraries with… | ||
| API & ABI versioning | Meeting C++ 2017 | 2017-11-09 |
Defines concrete rules that decide compatibility: which symbol names change, how mangling and vtable layout and struct offsets alter binaries, and when those… | ||
| “Using Modern CMake Patterns to Enforce a Good Modular Design” | CppCon 2017 | 2017-09-24 |
Argues that using modern CMake target APIs enforces modular design by making dependencies explicit, avoiding flag leaks, and catching circular or hidden links… | ||
| API & ABI Versioning... | CppCon 2017 | 2017-09-24 |
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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