<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>C++ on Connor De Meyer</title><link>https://connordemeyer.net/tags/c++/</link><description>Recent content in C++ on Connor De Meyer</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Mon, 06 Apr 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://connordemeyer.net/tags/c++/index.xml" rel="self" type="application/rss+xml"/><item><title>GPU-based 2D World Generator</title><link>https://connordemeyer.net/posts/gpu-2d-world-generator/</link><pubDate>Mon, 06 Apr 2026 00:00:00 +0000</pubDate><guid>https://connordemeyer.net/posts/gpu-2d-world-generator/</guid><description>A 2D world generator that runs on the GPU to achieve blazing speed.</description></item><item><title>Glassify — C++ Reflection System</title><link>https://connordemeyer.net/posts/cpp-reflection-system/</link><pubDate>Mon, 28 Aug 2023 00:00:00 +0000</pubDate><guid>https://connordemeyer.net/posts/cpp-reflection-system/</guid><description>A customizable, header-only runtime reflection system for C++ — inspect types, fields, and functions at runtime with macro-based registration.</description></item><item><title>Visual Scripting Language</title><link>https://connordemeyer.net/posts/visual-scripting-language/</link><pubDate>Thu, 09 Feb 2023 00:00:00 +0000</pubDate><guid>https://connordemeyer.net/posts/visual-scripting-language/</guid><description>A node-based visual scripting system that transpiles to C++, compiles to machine code, and links at runtime — enabling near-native performance with hot-reload.</description></item><item><title>Entity Component System</title><link>https://connordemeyer.net/posts/entity-component-system/</link><pubDate>Fri, 02 Sep 2022 00:00:00 +0000</pubDate><guid>https://connordemeyer.net/posts/entity-component-system/</guid><description>A custom data-oriented ECS implementation in C++ with cache-friendly contiguous storage, safe references, built-in serialization, and automatic system generation.</description></item><item><title>The Lorentz Factor</title><link>https://connordemeyer.net/posts/the-lorentz-factor/</link><pubDate>Sat, 09 Jul 2022 00:00:00 +0000</pubDate><guid>https://connordemeyer.net/posts/the-lorentz-factor/</guid><description>A game prototype in Unreal Engine 4 where the player can slow time in an area while moving at normal speed — inspired by relativistic time dilation.</description></item><item><title>OpenDemeyer2D — SDL OpenGL Engine</title><link>https://connordemeyer.net/posts/sdl-opengl-engine/</link><pubDate>Fri, 08 Jul 2022 00:00:00 +0000</pubDate><guid>https://connordemeyer.net/posts/sdl-opengl-engine/</guid><description>A cross-platform 2D game engine built with SDL and OpenGL, featuring a Dear ImGui editor, component-based architecture, and dynamic save/load system.</description></item><item><title>Fruut Wars</title><link>https://connordemeyer.net/posts/fruut-wars/</link><pubDate>Thu, 07 Jul 2022 00:00:00 +0000</pubDate><guid>https://connordemeyer.net/posts/fruut-wars/</guid><description>A couch PvP shooter where players use fruits as weapons, built in Unreal Engine as a group project.</description></item><item><title>SUPERHOT Remake</title><link>https://connordemeyer.net/posts/super-hot-remake/</link><pubDate>Tue, 05 Jul 2022 00:00:00 +0000</pubDate><guid>https://connordemeyer.net/posts/super-hot-remake/</guid><description>A remake of SUPERHOT built in the Overlord Engine with custom PhysX integration, GPU skinning, HLSL shaders, and a reverse-engineered socket system.</description></item><item><title>Artificial Intelligence</title><link>https://connordemeyer.net/posts/artificial-intelligence/</link><pubDate>Fri, 24 Dec 2021 00:00:00 +0000</pubDate><guid>https://connordemeyer.net/posts/artificial-intelligence/</guid><description>Game AI techniques including steering behaviours, flocking with space partitioning, A* pathfinding, navigation meshes, and decision making structures.</description></item><item><title>2D Win32 Game Engine</title><link>https://connordemeyer.net/posts/2d-win32-game-engine/</link><pubDate>Wed, 22 Dec 2021 00:00:00 +0000</pubDate><guid>https://connordemeyer.net/posts/2d-win32-game-engine/</guid><description>A from-scratch 2D game engine built on the Windows API with Direct2D rendering, XAudio2 sound, and a custom variadic-templated event system.</description></item><item><title>Graphics Programming</title><link>https://connordemeyer.net/posts/graphics-programming/</link><pubDate>Fri, 10 Dec 2021 00:00:00 +0000</pubDate><guid>https://connordemeyer.net/posts/graphics-programming/</guid><description>A software raytracer, software rasterizer, and hardware rasterizer built from scratch in C++ as part of the Graphics Programming course at DAE.</description></item><item><title>The Binding of Isaac Remake</title><link>https://connordemeyer.net/posts/the-binding-of-isaac-remake/</link><pubDate>Thu, 17 Jun 2021 00:00:00 +0000</pubDate><guid>https://connordemeyer.net/posts/the-binding-of-isaac-remake/</guid><description>A remake of The Binding of Isaac built during the second semester at DAE, featured on the official DAE website.</description></item></channel></rss>