Hello chili, I’m checking out this video after writing my own game engine along with your series of dx11 (been 1 year ago), learning how to do stuff. After that I’ve been programming using UE5, powerful engine, learnt reflection stuff there. And now I finally work, use my knowledge and earn money. Wanted to say big thanks! C++ standard reflection system would be nice though.
@@ChiliTomatoNoodle super light.. it's already in type_traits and you can use Example: Using constexpr for Compile-Time Reflection C++20 enables compile-time type introspection using constexpr and type traits. Example: Reflecting Member Variables with The Boost.PFR library allows introspection of plain-old-data (POD) types without macros or boilerplate. Example: Using std::tuple for Reflection Example: Type Traits for Reflection 3 ways even without boost
@@ChiliTomatoNoodle Dynamic Reflection vs. Static Reflection Dynamic Reflection (not natively in C++) The ability to inspect or manipulate type structures at runtime, even if their layout is unknown beforehand. For example, in Java or Python, you can iterate over class members dynamically because these languages maintain rich runtime type metadata. Static Reflection (available in C++20) The ability to introspect types at compile time, assuming the structure is already known or determined by the programmer. This is often more efficient and safer than dynamic reflection but less flexible.
I wrote a helper tool that interprets a minimal syntax data description language and generates h/cpp files that provide reflectivity for each type. It works but maintenance is too much for me. It feels too complicated when I just wanna make game go
@@michaelhawthorne5516 for types that don't work with the structured binding reflection trick, I have a c# tool based on cppast (clang) that parses the cpp code and generates whatever I need
Also: The ending is back!!! YAY It feels like Xmas with so many videos. Thanks a lot Chili! I love your content! If you don't do anything until next year, wishing you a great 2025!
@ I have been waiting for built in reflection for so long. Though the library you use seems pretty good, compared to most things I have used/looked at. Might give it a try.
I should get back on the beginner tutorial, I've might gone a bit too far here
When you accidentally step into the wrong end of the pool.
@@ChiliTomatoNoodle yeye how hard can swimming be.. blub blub blub.. help
Hello chili, I’m checking out this video after writing my own game engine along with your series of dx11 (been 1 year ago), learning how to do stuff. After that I’ve been programming using UE5, powerful engine, learnt reflection stuff there. And now I finally work, use my knowledge and earn money. Wanted to say big thanks!
C++ standard reflection system would be nice though.
Congrats on your success!
Hopefully that will be me soon. May I ask where or with what you're working?
Can't wait to try this!
It's surprisingly easy to work with and light to include.
@@ChiliTomatoNoodle super light.. it's already in type_traits and you can use
Example: Using constexpr for Compile-Time Reflection
C++20 enables compile-time type introspection using constexpr and type traits.
Example: Reflecting Member Variables with The Boost.PFR library allows introspection of plain-old-data (POD) types without macros or boilerplate.
Example: Using std::tuple for Reflection
Example: Type Traits for Reflection
3 ways even without boost
@@ChiliTomatoNoodle Dynamic Reflection vs. Static Reflection
Dynamic Reflection (not natively in C++)
The ability to inspect or manipulate type structures at runtime, even if their layout is unknown beforehand. For example, in Java or Python, you can iterate over class members dynamically because these languages maintain rich runtime type metadata.
Static Reflection (available in C++20)
The ability to introspect types at compile time, assuming the structure is already known or determined by the programmer. This is often more efficient and safer than dynamic reflection but less flexible.
I wrote a helper tool that interprets a minimal syntax data description language and generates h/cpp files that provide reflectivity for each type.
It works but maintenance is too much for me. It feels too complicated when I just wanna make game go
@@michaelhawthorne5516 for types that don't work with the structured binding reflection trick, I have a c# tool based on cppast (clang) that parses the cpp code and generates whatever I need
@@ChiliTomatoNoodle very cool! I'll give cppast a look. Thanks for the tip
6:00 I would laugh so hard if this was the end of the video and of the series.
Also: The ending is back!!! YAY
It feels like Xmas with so many videos.
Thanks a lot Chili! I love your content!
If you don't do anything until next year, wishing you a great 2025!
@@PedroOliveira-sl6nw happy me years bro! if it were April 1st that would have been an amazing end at 6:00 :].
New years kek
Is it true?!??
@@jonahmatteson kind of
@ I have been waiting for built in reflection for so long. Though the library you use seems pretty good, compared to most things I have used/looked at. Might give it a try.
noice