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1000 results for “jakub_neruda”
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Some #vacuumtube #computing was requested by @jakub_neruda - here's some shots inside a #Bendix #computer at our host museum.
We welcome requests for pictures of the #museum, and tours are free if anyone wants to drop by! :blobsmile:
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Recently, I made a stupid mistake that made me think about the way C++ APIs handle dependencies and what we can do to prevent dangling references and lifetime issues. 🤔
It was a surprisingly fun topic to explore that led me to the discovery of a very cool static analysis tool. Can you guess which one? 😎
You can find out in the article I wrote about the topic here:
➤ https://medium.com/@nerudaj/type-safe-dependency-management-in-c-a293703f00ff -
Recently, I made a stupid mistake that made me think about the way C++ APIs handle dependencies and what we can do to prevent dangling references and lifetime issues. 🤔
It was a surprisingly fun topic to explore that led me to the discovery of a very cool static analysis tool. Can you guess which one? 😎
You can find out in the article I wrote about the topic here:
➤ https://medium.com/@nerudaj/type-safe-dependency-management-in-c-a293703f00ff -
Recently, I made a stupid mistake that made me think about the way C++ APIs handle dependencies and what we can do to prevent dangling references and lifetime issues. 🤔
It was a surprisingly fun topic to explore that led me to the discovery of a very cool static analysis tool. Can you guess which one? 😎
You can find out in the article I wrote about the topic here:
➤ https://medium.com/@nerudaj/type-safe-dependency-management-in-c-a293703f00ff -
Recently, I made a stupid mistake that made me think about the way C++ APIs handle dependencies and what we can do to prevent dangling references and lifetime issues. 🤔
It was a surprisingly fun topic to explore that led me to the discovery of a very cool static analysis tool. Can you guess which one? 😎
You can find out in the article I wrote about the topic here:
➤ https://medium.com/@nerudaj/type-safe-dependency-management-in-c-a293703f00ff -
Recently, I made a stupid mistake that made me think about the way C++ APIs handle dependencies and what we can do to prevent dangling references and lifetime issues. 🤔
It was a surprisingly fun topic to explore that led me to the discovery of a very cool static analysis tool. Can you guess which one? 😎
You can find out in the article I wrote about the topic here:
➤ https://medium.com/@nerudaj/type-safe-dependency-management-in-c-a293703f00ff -
Help needed! I see some odd analytics on my Itch, so I would like to know - which one of the games featured here https://nerudaj.itch.io would you be most likely to skip?
Just based on the cover image, name and description - which one of them is the least interesting/appealing?
Feel free to share your thoughts on why in the comments 🙏
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Help needed! I see some odd analytics on my Itch, so I would like to know - which one of the games featured here https://nerudaj.itch.io would you be most likely to skip?
Just based on the cover image, name and description - which one of them is the least interesting/appealing?
Feel free to share your thoughts on why in the comments 🙏
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Help needed! I see some odd analytics on my Itch, so I would like to know - which one of the games featured here https://nerudaj.itch.io would you be most likely to skip?
Just based on the cover image, name and description - which one of them is the least interesting/appealing?
Feel free to share your thoughts on why in the comments 🙏
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Help needed! I see some odd analytics on my Itch, so I would like to know - which one of the games featured here https://nerudaj.itch.io would you be most likely to skip?
Just based on the cover image, name and description - which one of them is the least interesting/appealing?
Feel free to share your thoughts on why in the comments 🙏
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All right, another game is out! Mansion Malevolence is available for free for PC and Android on my Itch.io: https://nerudaj.itch.io/mansion-malevolence
The game is a demake of classic survival horror Resident Evil, reimagined as a solitaire card game that you can play in short bursts while commuting.
The game was made in C++, using SFML for rendering and sounds and TGUI for UI. Source code is available on GitHub: https://github.com/nerudaj/MansionMalevolence
#gamedev #indiedev #MansionMalevolence #ScreenshotSaturday #SFML #TGUI #cpp
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Are you using std::ranges in your C++ code? If not, what is stopping you?
Ranges introduced a huge paradigm shift in the way we can write our C++ code. They can make the code way shorter, way better separated, and what's best - way more resilient to both logical and memory-related bugs. 🐞
If you haven't yet dabbled in ranges yourself, I've prepared a kind of cheatsheet reference article exploring many everyday use cases and how they can be improved by using the std::ranges library. 📏
You can read the article for free on my Medium:
➤ https://medium.com/@nerudaj/you-need-to-start-using-c-s-ranges-cf80c9f38602What are your experiences with this library? Tell me in the comments 👇
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Are you using std::ranges in your C++ code? If not, what is stopping you?
Ranges introduced a huge paradigm shift in the way we can write our C++ code. They can make the code way shorter, way better separated, and what's best - way more resilient to both logical and memory-related bugs. 🐞
If you haven't yet dabbled in ranges yourself, I've prepared a kind of cheatsheet reference article exploring many everyday use cases and how they can be improved by using the std::ranges library. 📏
You can read the article for free on my Medium:
➤ https://medium.com/@nerudaj/you-need-to-start-using-c-s-ranges-cf80c9f38602What are your experiences with this library? Tell me in the comments 👇
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Are you using std::ranges in your C++ code? If not, what is stopping you?
Ranges introduced a huge paradigm shift in the way we can write our C++ code. They can make the code way shorter, way better separated, and what's best - way more resilient to both logical and memory-related bugs. 🐞
If you haven't yet dabbled in ranges yourself, I've prepared a kind of cheatsheet reference article exploring many everyday use cases and how they can be improved by using the std::ranges library. 📏
You can read the article for free on my Medium:
➤ https://medium.com/@nerudaj/you-need-to-start-using-c-s-ranges-cf80c9f38602What are your experiences with this library? Tell me in the comments 👇
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Are you using std::ranges in your C++ code? If not, what is stopping you?
Ranges introduced a huge paradigm shift in the way we can write our C++ code. They can make the code way shorter, way better separated, and what's best - way more resilient to both logical and memory-related bugs. 🐞
If you haven't yet dabbled in ranges yourself, I've prepared a kind of cheatsheet reference article exploring many everyday use cases and how they can be improved by using the std::ranges library. 📏
You can read the article for free on my Medium:
➤ https://medium.com/@nerudaj/you-need-to-start-using-c-s-ranges-cf80c9f38602What are your experiences with this library? Tell me in the comments 👇
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Are you using std::ranges in your C++ code? If not, what is stopping you?
Ranges introduced a huge paradigm shift in the way we can write our C++ code. They can make the code way shorter, way better separated, and what's best - way more resilient to both logical and memory-related bugs. 🐞
If you haven't yet dabbled in ranges yourself, I've prepared a kind of cheatsheet reference article exploring many everyday use cases and how they can be improved by using the std::ranges library. 📏
You can read the article for free on my Medium:
➤ https://medium.com/@nerudaj/you-need-to-start-using-c-s-ranges-cf80c9f38602What are your experiences with this library? Tell me in the comments 👇
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One of the things a good CMake-powered C++ library should do is to test its own integration - in other words, if others can plug it into their projects. One reason is obvious - nobody will use your library if they can't. The second one is pragmatic - the tests act as documentation for the users.
I've spent many hours refining my integration testing of CMake code, and I've compiled my learnings into the following article:
➤ https://medium.com/@nerudaj/cmake-integration-testing-4d71184525eaI've also fallen into the inevitable rabbit hole of dependency management in CMake, so if you want to learn about that, the article has you covered as well! 😵💫
What do you think? Are there other aspects of integration that are worth testing? And would you be interested in an article on how to make findable prebuilt packages with CMake?
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One of the things a good CMake-powered C++ library should do is to test its own integration - in other words, if others can plug it into their projects. One reason is obvious - nobody will use your library if they can't. The second one is pragmatic - the tests act as documentation for the users.
I've spent many hours refining my integration testing of CMake code, and I've compiled my learnings into the following article:
➤ https://medium.com/@nerudaj/cmake-integration-testing-4d71184525eaI've also fallen into the inevitable rabbit hole of dependency management in CMake, so if you want to learn about that, the article has you covered as well! 😵💫
What do you think? Are there other aspects of integration that are worth testing? And would you be interested in an article on how to make findable prebuilt packages with CMake?
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One of the things a good CMake-powered C++ library should do is to test its own integration - in other words, if others can plug it into their projects. One reason is obvious - nobody will use your library if they can't. The second one is pragmatic - the tests act as documentation for the users.
I've spent many hours refining my integration testing of CMake code, and I've compiled my learnings into the following article:
➤ https://medium.com/@nerudaj/cmake-integration-testing-4d71184525eaI've also fallen into the inevitable rabbit hole of dependency management in CMake, so if you want to learn about that, the article has you covered as well! 😵💫
What do you think? Are there other aspects of integration that are worth testing? And would you be interested in an article on how to make findable prebuilt packages with CMake?
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One of the things a good CMake-powered C++ library should do is to test its own integration - in other words, if others can plug it into their projects. One reason is obvious - nobody will use your library if they can't. The second one is pragmatic - the tests act as documentation for the users.
I've spent many hours refining my integration testing of CMake code, and I've compiled my learnings into the following article:
➤ https://medium.com/@nerudaj/cmake-integration-testing-4d71184525eaI've also fallen into the inevitable rabbit hole of dependency management in CMake, so if you want to learn about that, the article has you covered as well! 😵💫
What do you think? Are there other aspects of integration that are worth testing? And would you be interested in an article on how to make findable prebuilt packages with CMake?
-
One of the things a good CMake-powered C++ library should do is to test its own integration - in other words, if others can plug it into their projects. One reason is obvious - nobody will use your library if they can't. The second one is pragmatic - the tests act as documentation for the users.
I've spent many hours refining my integration testing of CMake code, and I've compiled my learnings into the following article:
➤ https://medium.com/@nerudaj/cmake-integration-testing-4d71184525eaI've also fallen into the inevitable rabbit hole of dependency management in CMake, so if you want to learn about that, the article has you covered as well! 😵💫
What do you think? Are there other aspects of integration that are worth testing? And would you be interested in an article on how to make findable prebuilt packages with CMake?
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Summer is almost over and I'm releasing my summer-long project - MagRider! A simple-to-learn, hard-to-master 2D platformer where you move by magnetizing your avatar - a cutsy round ball.
Build by hand in C++, SFML and TGUI, this one also runs on Android and let me tell you a secret - it is a great toilet-break game! Just don't get too angry with the uncompromising difficulty so your phone doesn't end up in the toilet as well. 😁
Play the game for free: https://nerudaj.itch.io/magrider
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I decided to release one last update to #Rend. This one brings #SteamDeck support and fourth CTF map to the roster. Do you like retro arena first person shooters? Give Rend a try, it is completely free on Itch!
➤ https://nerudaj.itch.io/RendMore about Steam Deck support is elaborated in the development update on Itch here: https://nerudaj.itch.io/rend/devlog/928319/steamdeck-support-with-v100
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#Rend is now in v1.0.0! A year and a half of spare-time work has come to an end (at least for the time being). Thanks goes to everybody who supported this project by liking, commenting or even playing!
Rend is a classic arena boomer-shooter FPS, featuring free-for-all deathmatch, capture the flag, and a built-in level editor for up to four players (and/or bots). If this tickles your fancy, try it out, it's free! https://nerudaj.itch.io/Rend
To be completely fair, the installer is flagged as a virus by some vendors. Some of it is caused by NSIS internals, at other places I've managed to hit the "correct" patterns by my own code. The code for the game is open source, if you don't trust it, you can check/built it yourself: https://github.com/nerudaj/Rend
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In one week, full version of my game #Rend will be out! But before that happens, I've got one more devlog to publish, a devlog on sound design, selecting the game soundtrack and the software used.
Intrigued? You can read it on my blog: https://medium.com/@nerudaj/devlog-25-sound-design-12145bc1d923
Or if you want to play some classic deathmatch, check out the game profile on Itch, its free: https://nerudaj.itch.io/Rend
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On a road to the full version, today marks the release of v0.11, the last version before the full one. Finally, you can use bots in online matches!
In other news, new FFA map called "Neighborhood" was added, taking place in the middle of a crossroads in an American suburb.
You can play #Rend for free on Itch: https://nerudaj.itch.io/rend
Full release notes: https://nerudaj.itch.io/rend/devlog/842829/the-last-version-before-going-gold
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It's #ScreenshotSaturday and an opportunity to show you the new map for #Rend. Also, each passing day gets me closer and closer to actual v1 release which feels incredible after year and a half of development!
Gameplay of the new map: https://www.youtube.com/watch?v=q0nF_fc6Y4s
Download and play the game for free on Itch: https://nerudaj.itch.io/Rend
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Yesterday's progress went well, I think #Rend will go Gold right before Christmas.
Is that going to be a gift for myself or the community? 🤔
Here's some gameplay footage for the #ScreenshotSaturday folks: https://www.youtube.com/watch?v=29sJ89mU7Bo
If you miss the days of no-bullshit pure-gameplay multiplayer boomer shooters, check it out. The game is almost finished and completely free on Itch: https://nerudaj.itch.io/Rend
And it has a built-in level editor!
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Slowing down a bit from the last big update, today's release of #Rend v0.10 is a modest one.
A new CTF map called "Longway" has been added, along with a switch for random map rotation and the ability to remember last used match settings.
You can play the game for free on Itch: https://nerudaj.itch.io/rend
Full release notes: https://nerudaj.itch.io/rend/devlog/830303/rend-v010-is-out
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Miss the days of fast-paced fragfests in Doom or Quake? #Rend brings back that magic, complete with a built-in level editor for those designers among us.
Gameplay of a duel map called Greenpath: https://www.youtube.com/watch?v=CnMs7XL5vIc
The game is available for free: https://nerudaj.itch.io/Rend