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[C++ Magic] Building a Zero-Std, Header-Only Graphics Ecosystem

Published at: 2026-06-05 07:20 Last updated: 2026-06-06 13:04
#algorithm #C++ #Open Source

Hi everyone, I'm excited to share a massive passion project I've been refining: micro-gl (and its sister libraries). I needed a lightweight vector graphics engine for constrained environments while wanting absolute control over memory and types. This journey took me down a 6-month rabbit hole.

Core Architecture: Zero Standard Library (std::)

No hidden allocations. To support this, I spent an intense 3 weeks writing my own standalone container library (micro-containers) featuring AVL trees, an array-backed LRU pool, and a linear-probing hash map sized entirely at compile time via templates.

Type-Agnostic Math

The entire rasterizer is templated. It can run on raw float, double, or custom fixed-point integer types (like Q formats) for microcontrollers without an FPU.

Engine Stack

Everything is purely header-only, allocator-aware, and optimized for extreme cache locality. Repositories are open-source here:

I would love to hear your thoughts on the template design and compile-time sizing strategies!

Blogger's Review: This project showcases a profound understanding of memory management and performance optimization, particularly in resource-constrained environments, with an impressive application of flexible design principles and template programming.

Original Source: https://www.reddit.com/r/cpp/comments/1tvh00b/i_spent_6_months_building_a_zerostd_headeronly/

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