Category Archives: Compilation speed

Z7: Everything old is new again

Debug information is the data that allows the debugger to, uhm, debug your program. It consists of the information about all types used in the program, of source line information (what instruction originated from what source line), of variable binding … Continue reading

Posted in C++, Compilation speed, Debugging | 1 Comment

#include <rules>

We’re stuck with C++, at least for another console generation. C++ has many quirks that I wish were not there, but there is no real alternative as of today. While modern languages tend to adopt the bulk compilation and/or smart … Continue reading

Posted in C++, Compilation speed | 23 Comments


There is a bunch of small notes I’d like to share – none of them deserves a post, but I don’t want them to disappear forever.

Posted in Compilation speed, Direct3D 10, Load-in-place, Particle Systems | 6 Comments