So you wanted to multi your threading, huh?
An introduction to a series where I talk about different parallelisation technologies for C++, comparing different implementations of the same algorithm. In this one, modern C++ STL
Coding shenanigans and other nerdy musings
An introduction to a series where I talk about different parallelisation technologies for C++, comparing different implementations of the same algorithm. In this one, modern C++ STL
OpenGL will only accept calls from one thread in an application. This is about a work around this issue using C++ features such as template metaprogramming and std::packaged_tasks
Chapter 10 in my “Multi Your Threading” series Bringing together OpenGL and Emscripten, this time I’m running GPGPU on a browser
Part 9 of my “Multi Your Threading” series.
This time, it’s OpenGL, both with a Compute Shader, as well as the “legacy” way with a Fragment Shader
Part 8 of my “Multi Your Threading” series.
In this one I talk about my experience using emscripten to deploy toyBrot to the browser
A digression about the concepts of:
Compiled vs Interpreted code
Low and High level languages
Assembly and Intermediary Representations
And how almost all compilers are just CLANG now
Seventh chapter in the Multi Your Threading series, looking at Intel’s TBB and ISPC
Post with updated benchmarks and introducing a new code for toyBrot which produces more relevant results
A detailed explanation about the legendary eXtreme Go Horse software development process. If you haven’t used it, you haven’t written software professionally
A build log of some watercooling maintenance and upgrades to my main rig
Fifth chapter on my multithreading series.
In this one I talk about Vulkan and SYCL, Khronos’ new initiatives