Do You Like Physics Simulations aaaannnd C++? Me Too! - Pier-Antoine Giguère - CppNorth 2023
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- čas přidán 19. 09. 2023
- www.cppnorth.ca
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Do You Like Physics Simulations Aaaannnd C++? Me Too! - Pier-Antoine Giguère - CppNorth 2023
I’m so thankful for how incredibly great programming has become. We have the immense opportunity to create anything we want in any way we want. With C++ as a tool, we can easily integrate different concepts into one cool looking project and learn new skills at the same time.
Today, I’ll try to inspire you to create things outside your comfort zone, just for the fun of it!
Which is what I did when I tried to play with physics simulation tutorials and contemporary C++.
I’ll show you how I failed handled language conversion, failed used concurrency, tried to follow guidelines cheat and finally maybe learn more than I thought I would!
Cool animations guaranteed!
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Slides: github.com/CppNorth/CppNorth_...
Sponsored By:
think-cell: www.think-cell.com/cppnorth
JetBrains: www.jetbrains.com/
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Pier-Antoine Giguère
Pier-Antoine has been a programming and C++ fan for more than 20 years because it’s so much fun! He enjoys writing code that makes crazy things but that is simple to use and is always ready to learn something new. He spends most of his time with his wife and two children, but when he can he will pick up drum sticks, racing gloves or a new tutorial to try his hands on!
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CppNorth is an annual C++ conference held in Toronto, Canada.
- Annual CppNorth C++ conference: cppnorth.ca/
- CppNorth Twitter: / cppnorth
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#cppnorth #cpp #cppprogramming - Věda a technologie
My favourite talk from this conference! Glad Pier-Antoine talked me into going to this one. Fantastic energy and fun learning outcomes. 100% would recommend!
Great talk. I love the positivity about C++ (and physics).
Awesome presentation - thank you !
Yeah, I love physics and C++ too.
particlePos[0, i] += particleVel[0, i] * dt; // x position changes
... hmm... aren't we drinking our Kool-Aid too much with the overuse of multidimensional ranges?
What happened to KISS and using a freaking simple 1D array/vector of struct { T x, y; } ???
particlePos[i].x += particleVel[i].x * dt; /// and you don't even need a comment because it's pretty clear from the variable and field name that we are changing the position x
If you would ever need to iterate over x,y (and maybe z in 3D sim), you can still use struct { T pos[DIM]; T vel[DIM]; }...