platforms
59:31CppCon 2014: Zaika Antoun "Microsoft w/ C++ to Deliver Office Across Different Platforms, Part I"
21K views • 12 years ago
CppCon
A CppCon 2014 talk from Microsoft engineers on using portable single-source C++ to deliver Office across iOS, Android, Windows and Mac. It covers architectures, techniques and lessons from real cross-platform projects.
56:52CppCon 2014: Zaika Antoun "Microsoft w/ C++ to Deliver Office Across Different Platforms, Part II"
7K views • 12 years ago
CppCon
A CppCon 2014 talk by Microsoft engineers on how Office delivers a single-source C++ codebase across iOS, Android, Windows and Mac. It covers architectures, techniques and lessons from shipping cross-platform products.
45:43DEF CON 31 - An Audacious Plan to Halt the Internet's Ensh*ttification - Cory Doctorow
303K views • 3 years ago
DEFCONConference
Cory Doctorow's DEF CON 31 talk describes how platforms decay in a pattern he calls enshittification. He lays out a plan to stop it through antitrust, interoperability and fixing the law.
3:36:39QuakeCon 2012 - John Carmack Keynote
445K views • 14 years ago
QuakeCon Official
John Carmack's long QuakeCon 2012 keynote, a free-ranging talk covering software engineering, game platforms, game streaming, and his early head-mounted display and VR work.
37:07Scale By The Bay 2018: Bryan Cantrill, Rust and Other Interesting Things
45K views • 7 years ago
FunctionalTV
Bryan Cantrill argues that programming languages and platforms reflect core values, and compares languages through that lens, with Rust as a main example. He draws on his experience with Solaris, DTrace and ZFS.
1:24:36C++ Exceptions for Smaller Firmware - Khalil Estell - CppCon 2024
23K views • 1 year ago
CppCon
Khalil Estell's CppCon 2024 talk argues C++ exceptions can reduce binary size in firmware. He digs into how exceptions work and how to shrink their code footprint on embedded platforms.
1:06:37Destiny's Multithreaded Rendering Architecture
45K views • 11 years ago
GDC Festival of Gaming
A GDC 2015 talk in which Natalya Tatarchuk describes the multithreaded renderer Bungie built for Destiny. It covers the low-latency architecture across platforms, its successes and its challenges.