Alternatives
Products that do what C++ library for embedded and IoT projects (ESP32) does
Hi everyone. I've recently released control-components, a C++ library I've been using for most of my embedded projects. It is written in C++17 (with some features from C++20) and uses STL and FreeRTOS under the hood. It contains a lot of building blocks that is commonly used in embedded and IoT projects: finite state machines (FSM), various counters, synchronisation primitives, system loops, sensors, schedulers, HTTP, WiFi, Web GUI, and much more. It also provides GitHub CI workflows for build automation (ccache, various checks). In general, it's a good starting point for an ESP32 project.…
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2019 · xmake.io
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Earlier this year, I took a month to reexamine my coding habits and rethink some past design choices. I hope to rewrite and improve my FOSS libraries this year, and I needed answers to a few questions first. Perhaps some of these questions will resonate with others in the community, too. - Are coroutines viable for high-performance work? - Should I use SIMD intrinsics for clarity or drop to assembly for easier library distribution? - Has hardware caught up with vectorized scatter/gather in AVX-512 & SVE? - How do secure enclaves & pointer tagging differ on Intel, Arm, & AMD? - What's…
2025 · github.com
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2020 · github.com
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Hi, I work on this library because I like the simplicity of CGI and enjoy building things with C++. It is based on asio and my own implementation of FastCGI, and it works on both Linux and Windows. I have just released the new version and created a simple live demo that you can check out here: https://asyncgi-guestbook.eelnet.org
2023 · github.com
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2022 · github.com
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Anyone like C++'s module features? Feel free to try MCPP and talk with me.
29d ago · github.com
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2021 · hdoc.io
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Hi HN, I’m working on an experimental 3D FPS game engine in C++20, aiming to deeply understand engine internals from first principles rather than just using existing frameworks. Currently I'm strictly following LearnOpenGL docs. This project focuses on: Entity-Component-System (ECS) architecture for high performance. OpenGL 4.1 rendering with a PBR pipeline, material system, HDR, SSAO, and shadow mapping. Modular systems: input, physics (Jolt), audio (miniaudio), assets, hot reload. A sample FPS game & debug editor built into the repo. Repo:…
Jan 2026 · github.com
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I always strive to write better, clean and readable code. But I often find unit tests are hard to read, and especially harder to quickly identify what are the important pieces, or even what the test is testing about. So I came up with this lightweight library to help enforce unit tests with a Given-When-Then structure. I hope you find this useful. Any feedback are welcome. https://github.com/cobrakai-lab/Cobrakai.GWTUnit
2021
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Hi! Last year in August I've released my first self-published book. C++17 In Detail Available at Leanpub: https://leanpub.com/cpp17indetail Keeping up with the latest changes in the language is quite hard. C++ moves quite fast recently, and there are many exciting features added with each iteration. The book shows all the significant changes in the language and the Standard Library. The chapters are much easier to grasp than reading reference pages or the Standard itself. It's a great guide for any C++ developer who knows a little about C++11/14 and wants to move forward.…
2019
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Hi, in the last ~month I've learned a lot about ECS [1,2]. I'm currently developing a robotics simulator from scratch (python+raylib) and, due to lack of game dev experience I went "full OOP" on it. A SceneObject with a lot of inherited interfaces (e.g. Collidable, Movable etc.). These are inherited and fixed at run time. The main loop inevitably became: for scene_object in sim.scene_objects: scene_object.update(...) for scene_object in sim.scene_objects: scene_object.draw(...) Well, it turns out that this can become a bottleneck if you have many scene objects because computers love…
Jun 2026 · github.com
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This is a personal project I've been working on and off for the past few years. It's a set of tools that have allowed me to prototype quickly small (and increasingly bigger) kernels, and create userspace programs to interact with them. Supports riscv64, amd64 and i386. The intel port has been tested and used on real hardware, from big dual-socket Xeon machines to an old X220. It is all C, I have plan to make rust bindings for the kernel library. But again, they're plans at this stage. Porting to new architectures is relatively simple, a basic port to riscv took me a couple of weeks of…
2024 · github.com
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2020 · github.com
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Hey all, Just opened a GitHub account and created this project. This is my first time open-sourcing anything, and also the first time I've used GitHub (and also one of the first times I've used any sort of revision-control system at all). I'm looking for any and all constructive criticism, and if you decide to use my lil' project, it'd be awesome if you dropped me a line and said so! Thanks! https://github.com/andrew-d/cpplog
2011
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Hi, I have made a 100% open source IDE setup for developing and debugging embedded projects: - Yocto projects - Linux kernel development - Bare metal embedded projects
2024 · github.com
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Hi HN, I’m building an agentic IDE for hardware developers. It currently supports Arduino, ESP32, ESP8266, and a bunch of other boards (mostly hobbyist for now, but expanding to things like PlatformIO). It can already write and debug hardware projects end-to-end on its own. The goal is to have it also generate breadboard views (Fritzing-style), PCB layouts, and schematics. Basically a generative EDA tool. Right now, it’s already a better drop-in replacement for the Arduino IDE. Would love feedback from folks here.
2025 · embedr.app
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2017 · github.com
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Last week I released a web-based, automated build environment / Makefile generator for FPGA projects: http://www.boldport.com It's just a start, and I'd appreciate feedback. Tell me what sucks about it, what you love, where to improve. (BTW, I'm happy to help anyone who's interested to set up or convert their projects to work with the "boldport flow"!) In this context, my proposal for a scalable and version control friendly project structure for FPGA designs may be interesting as well: https://www.boldport.com/docs/fpgaproj
2011
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2019 · medium.com
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I recently needed to add support for Python plugins in a C++ application I am developing. CPython's C API is pretty cool, but it's a C API. I wanted something more C++-ey, so I wrote Pie. https://github.com/ronmrdechai/Pie
2017
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Existing OSS C++ projects like ClickHouse and DuckDB support reading from Iceberg tables. Writing requires Spark, PyIceberg, or managed services. In this PR https://github.com/timeplus-io/proton/pull/928, we are open-sourcing a C++ implementation of Iceberg integration. It's an MVP, focusing on REST catalog and S3 read/write(S3 table support coming soon). You can use Timeplus to continuously read data from MSK and stream writes to S3 in the Iceberg format. No JVM. No Python. Just a low-overhead, high-throughput C++ engine. Docker/K8s are optional. Demo…
2025 · github.com
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