common c++ code, cross platform and as little dependancies on each other as possible
C C++ Objective-C++ Objective-C
Switch branches/tags
Nothing to show
Fetching latest commit…
Cannot retrieve the latest commit at this time.
Permalink
Failed to load latest commit information.
soylib.visualstudio Reverted target platform to win 8.1. Obviously need seperate PROJECTS… Jan 20, 2017
src Merge branch 'master' into optional-directx-compiler Aug 8, 2017
.gitignore
README.md Readme was heavily out of date Aug 6, 2016
SoyApp_Windows.props
SoyLib_Ios.xcconfig Fixed ARCHS to VALID_ARCHS for xcode builds, changed libfreenect arch… Jun 6, 2016
SoyLib_Osx.xcconfig Fixed ARCHS to VALID_ARCHS for xcode builds, changed libfreenect arch… Jun 6, 2016
SoyLib_Osx_Libfreenect.xcconfig Fixed ARCHS to VALID_ARCHS for xcode builds, changed libfreenect arch… Jun 6, 2016
SoyLib_Windows.props Fixed build & intermediate directories to be Configuration & Build sp… May 3, 2016
Soy_Hololens.props
Soy_Ps4.props Removed bink from list of PS4 libs Jul 26, 2016
Soy_Windows.props
Soy_Windows7.props

README.md

SoyLib

Soylib is all my common & open source c++ code.

  • Much of it is being culled in place of c++11 improvements. All the old thread stuff is gone, the strings etc
  • There are a few files which are redundant now and need deleting
  • Opengl, directx, metal, opencl and other GPU/device style work run on a rough job system for very simple interfaces.
  • My JNI java implementation I discovered is INCREDIBLY similar to another JNI implementation (I forget which, I think it's used in chromium) and could do with removing.
  • The array system was very good for it's initial fast, concurrency and explicit management usage (game engines), and fast usage(explicit complex & non complex types) but these days probably a bit redundant for modern work. It was useful in 2009 :)

Noteable work

  • The protocol system is VERY useful, flexible, and allows quick interchange of formats (and nested protocols). It also, in conjunction with the SoyBuffers can read & write protocols with streams, so files, pipes etc don't have to be finished in order to read chunks of data.
  • Job system for opengl, directx*, metal, opencl works very well for concurrency
  • heap implementations, although not the best, allow very good concurrency
  • opengl, directx etc implementations are very RAII
  • Socket wrapper is designed for explicit client/server use

There is no documentation other than the source. This is mostly for me, but any questions, just message/tweet.

(@SoylentGraham)[http://twitter.com/soylentgraham/]