I need C++ code about 240 line if you think you can handle it in a one day
Please dm to me if you can do
https://redd.it/1pvsjb6
@r_cpp
Please dm to me if you can do
https://redd.it/1pvsjb6
@r_cpp
Reddit
From the cpp community on Reddit
Explore this post and more from the cpp community
Microsoft wants to replace its entire C and C++ codebase
https://www.theregister.com/2025/12/24/microsoft_rust_codebase_migration
https://redd.it/1pw9mqb
@r_cpp
https://www.theregister.com/2025/12/24/microsoft_rust_codebase_migration
https://redd.it/1pw9mqb
@r_cpp
The Register
Microsoft wants to replace its entire C and C++ codebase, perhaps by 2030
: Plans move to Rust, with help from AI
Who is the best C++ Programmer You Know.
I'm current an engineering student and was wondering who the best C++ programmers yall know are. Are they students, FAANG employees, researchers, mathematicians, etc? How can i become a better C++ dev and what makes a good C++ dev? Curios on yall's thoughts.
https://redd.it/1pwbb50
@r_cpp
I'm current an engineering student and was wondering who the best C++ programmers yall know are. Are they students, FAANG employees, researchers, mathematicians, etc? How can i become a better C++ dev and what makes a good C++ dev? Curios on yall's thoughts.
https://redd.it/1pwbb50
@r_cpp
Reddit
From the cpp community on Reddit
Explore this post and more from the cpp community
Behl: Lua-inspired noscripting language with C-like syntax, implemented in C++20.
https://github.com/behl-lang/behl
https://redd.it/1pwd4dg
@r_cpp
https://github.com/behl-lang/behl
https://redd.it/1pwd4dg
@r_cpp
GitHub
GitHub - behl-lang/behl: Lua-inspired noscripting language with C-like syntax, implemented in C++20.
Lua-inspired noscripting language with C-like syntax, implemented in C++20. - behl-lang/behl
Header-only library for creating simple text-based command interpreters
Hi all,
I made a small header-only library called
The core idea is to take a raw string like
You can bind regular functions, capturing lambdas or member functions as your commands. There is no global state and no dynamic memory allocations. The library is well suited for embedded development, where creating text-based debug interfaces over UART/serial port might come handy.
Basic example:
void logenable() { ... }
int sum(int a, int b) { return a + b; }
int main()
{
// List of available commands
const conco::command commands[] = {
{ logenable, "log.enable;Enable logging" },
{ sum, "sum;Sum of two integers" }
};
// Calls
conco::execute(commands, "log.enable");
char buffer256 = { 0 };
// Calls
conco::execute(commands, "sum 123 456", buffer);
std::println("{}", buffer); // Outputs: 579
}
I would love to hear your feedback or roast of the implementation! Check out the GitHub repository link here:
https://github.com/P-i-N/conco
Cheers!
https://redd.it/1pwvui8
@r_cpp
Hi all,
I made a small header-only library called
conco ("console commands") designed to make building simple command interpreters, REPLs, or Quake-like game consoles trivial.The core idea is to take a raw string like
add 10 20 and automatically dispatch it to a C++ function like int add(int x, int y);. The library handles tokenization, type conversion, argument passing and result stringification for you.You can bind regular functions, capturing lambdas or member functions as your commands. There is no global state and no dynamic memory allocations. The library is well suited for embedded development, where creating text-based debug interfaces over UART/serial port might come handy.
Basic example:
void logenable() { ... }
int sum(int a, int b) { return a + b; }
int main()
{
// List of available commands
const conco::command commands[] = {
{ logenable, "log.enable;Enable logging" },
{ sum, "sum;Sum of two integers" }
};
// Calls
log_enableconco::execute(commands, "log.enable");
char buffer256 = { 0 };
// Calls
sum(123, 456), writes stringified result to bufferconco::execute(commands, "sum 123 456", buffer);
std::println("{}", buffer); // Outputs: 579
}
I would love to hear your feedback or roast of the implementation! Check out the GitHub repository link here:
https://github.com/P-i-N/conco
Cheers!
https://redd.it/1pwvui8
@r_cpp
GitHub
GitHub - P-i-N/conco: C++ header only library for building REPL-like interfaces
C++ header only library for building REPL-like interfaces - P-i-N/conco
uniOS - A scratch-built x86-64 operating system kernel written in C++20.
https://github.com/unionyxx/uniOS
https://redd.it/1pwy0p7
@r_cpp
https://github.com/unionyxx/uniOS
https://redd.it/1pwy0p7
@r_cpp
GitHub
GitHub - unionyxx/uniOS: A scratch-built x86-64 operating system kernel written in C++20.
A scratch-built x86-64 operating system kernel written in C++20. - unionyxx/uniOS
I’m building a small C++ rendering library (VGLX). Feedback welcome.
I’ve been working on a small C++ rendering library called VGLX.
The goal is clarity over features. Explicit ownership. Minimal magic.
Some constraints I set for myself:
* Modern C++ (C++20).
* OpenGL backend for now. Vulkan later.
* Asset importing is offline. Runtime loaders only deal with engine-native formats.
* No global asset managers or hidden caches.
* Scene graph and lifetimes are explicit and boring by design.
It’s not a game engine. It’s closer to a rendering library you can read, reason about, and extend.
Docs + examples:
[https://vglx.org]()
Repo:
[https://github.com/shlomnissan/vglx]()
If you have opinions on API shape, ownership, or things that look wrong, I’d like to hear them.
https://redd.it/1px91ls
@r_cpp
I’ve been working on a small C++ rendering library called VGLX.
The goal is clarity over features. Explicit ownership. Minimal magic.
Some constraints I set for myself:
* Modern C++ (C++20).
* OpenGL backend for now. Vulkan later.
* Asset importing is offline. Runtime loaders only deal with engine-native formats.
* No global asset managers or hidden caches.
* Scene graph and lifetimes are explicit and boring by design.
It’s not a game engine. It’s closer to a rendering library you can read, reason about, and extend.
Docs + examples:
[https://vglx.org]()
Repo:
[https://github.com/shlomnissan/vglx]()
If you have opinions on API shape, ownership, or things that look wrong, I’d like to hear them.
https://redd.it/1px91ls
@r_cpp
Unlocking the value of C++20 - Alex Dathskovsky - Meeting C++ 2025
https://www.youtube.com/watch?v=5h4djuyx4Nk
https://redd.it/1pxdmaw
@r_cpp
https://www.youtube.com/watch?v=5h4djuyx4Nk
https://redd.it/1pxdmaw
@r_cpp
YouTube
Unlocking the value of C++20 - Alex Dathskovsky - Meeting C++ 2025
Unlocking the value of C++20 - Alex Dathskovsky - Meeting C++ 2025
Slides: https://slides.meetingcpp.com
With C++23 already making headlines and C++26 on the horizon, it’s tempting to focus on the bleeding edge. But in practice, many companies are still…
Slides: https://slides.meetingcpp.com
With C++23 already making headlines and C++26 on the horizon, it’s tempting to focus on the bleeding edge. But in practice, many companies are still…
Seeking advice on building a strong C++ gameplay portfolio
Hi all,
I’m looking for technical, portfolio-focused advice from experienced game developers, especially those with backgrounds in C++ gameplay programming, simulation-heavy systems, or grand strategy–style games.
I’ve been working with C++ for a while and have built several projects in the past, including:
* A small custom engine (core loop, input, minimal rendering),
* Some physics and systems experiments,
* And a few gameplay-focused prototypes.
Recently, I made a decision I now question: I deleted all of those projects because I felt they were “not good enough” or didn’t reflect the level I want to reach. In hindsight, this feels less like quality control and more like a destructive reset loop.
My long-term goal is to become a gameplay programmer on complex, systems-driven games (grand strategy like EU/CK/Victoria, but also action games like Soulsborne / Monster Hunter). My primary interest is gameplay logic and simulation.
I’m also open to learning game engine development at a foundational level (architecture, update loops, data flow, tooling), but I see that as a secondary path that supports gameplay work, not as a goal in itself. I’m deliberately trying to avoid spending years on graphics or low-level tech that doesn’t translate into better gameplay systems.
What I’m trying to understand, from a technical and strategic standpoint:
* What kinds of C++ projects actually make a strong gameplay-focused portfolio today?
* How do you decide a project is “good enough” to keep and present, rather than delete and restart? (I tend to restart when I notice architectural flaws or design weaknesses. At what point is refactoring and iteration more valuable than starting from scratch?)
* How do you structure learning so projects accumulate value over time instead of being thrown away?
* If you were starting again today, aiming for a C++ gameplay programmer role, what would you build first, and what would you deliberately not build?
I’m not looking for motivation or generic encouragement.
Thanks in advance to anyone willing to share experience or critique this approach.
https://redd.it/1pxd8w7
@r_cpp
Hi all,
I’m looking for technical, portfolio-focused advice from experienced game developers, especially those with backgrounds in C++ gameplay programming, simulation-heavy systems, or grand strategy–style games.
I’ve been working with C++ for a while and have built several projects in the past, including:
* A small custom engine (core loop, input, minimal rendering),
* Some physics and systems experiments,
* And a few gameplay-focused prototypes.
Recently, I made a decision I now question: I deleted all of those projects because I felt they were “not good enough” or didn’t reflect the level I want to reach. In hindsight, this feels less like quality control and more like a destructive reset loop.
My long-term goal is to become a gameplay programmer on complex, systems-driven games (grand strategy like EU/CK/Victoria, but also action games like Soulsborne / Monster Hunter). My primary interest is gameplay logic and simulation.
I’m also open to learning game engine development at a foundational level (architecture, update loops, data flow, tooling), but I see that as a secondary path that supports gameplay work, not as a goal in itself. I’m deliberately trying to avoid spending years on graphics or low-level tech that doesn’t translate into better gameplay systems.
What I’m trying to understand, from a technical and strategic standpoint:
* What kinds of C++ projects actually make a strong gameplay-focused portfolio today?
* How do you decide a project is “good enough” to keep and present, rather than delete and restart? (I tend to restart when I notice architectural flaws or design weaknesses. At what point is refactoring and iteration more valuable than starting from scratch?)
* How do you structure learning so projects accumulate value over time instead of being thrown away?
* If you were starting again today, aiming for a C++ gameplay programmer role, what would you build first, and what would you deliberately not build?
I’m not looking for motivation or generic encouragement.
Thanks in advance to anyone willing to share experience or critique this approach.
https://redd.it/1pxd8w7
@r_cpp
Reddit
From the cpp community on Reddit
Explore this post and more from the cpp community
Saucer v8 released - A modern, cross-platform webview library
A new version of saucer has been released!
The update includes a refactor of the C-Bindings as well as (optional) C++ Exception support for exposed functions as well as some other QoL features such as a build-hook for refreshing embedded files!
I have also refactored the README a little, as suggested in reply to an earlier update post :)
Feel free to check it out! I'm grateful for all kinds of feedback :)
GitHub: https://github.com/saucer/saucer
Documentation: https://saucer.app/
https://redd.it/1pxr169
@r_cpp
A new version of saucer has been released!
The update includes a refactor of the C-Bindings as well as (optional) C++ Exception support for exposed functions as well as some other QoL features such as a build-hook for refreshing embedded files!
I have also refactored the README a little, as suggested in reply to an earlier update post :)
Feel free to check it out! I'm grateful for all kinds of feedback :)
GitHub: https://github.com/saucer/saucer
Documentation: https://saucer.app/
https://redd.it/1pxr169
@r_cpp
GitHub
Release saucer v8.0.0 · saucer/saucer
saucer v8.0.0
👽 Author Note
Greetings! After a small chat with our terrestrial professionals a few days ago, I was made aware that earthlings celebrate some sort of hallucinogenic adventure at th...
👽 Author Note
Greetings! After a small chat with our terrestrial professionals a few days ago, I was made aware that earthlings celebrate some sort of hallucinogenic adventure at th...
Mike shah if you are reading this your playlist is goated.
got a job because of that guy
https://redd.it/1pye51z
@r_cpp
got a job because of that guy
https://redd.it/1pye51z
@r_cpp
Reddit
From the cpp community on Reddit
Explore this post and more from the cpp community
Upgraded my Maze Solver
https://github.com/Radhees-Engg/Flood-Fill-with-DFS-maze-solver-algorithm-
https://redd.it/1pyhdal
@r_cpp
https://github.com/Radhees-Engg/Flood-Fill-with-DFS-maze-solver-algorithm-
https://redd.it/1pyhdal
@r_cpp
GitHub
GitHub - Radhees-Engg/Flood-Fill-with-DFS-maze-solver-algorithm-: Maze solver using DFS exploration + Flood Fill (BFS) shortest…
Maze solver using DFS exploration + Flood Fill (BFS) shortest path extraction with real-time visualization in Raylib. - Radhees-Engg/Flood-Fill-with-DFS-maze-solver-algorithm-