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C++ Domain Tracks

C++ is used differently in each domain. These tracks go beyond the language — into the idioms, libraries, constraints, and trade-offs that define professional C++ work in each field.

Game Development
Unreal Engine, ECS, real-time constraints, data-oriented design

C++ powers every major game engine. Learn Unreal Engine architecture, Entity-Component-System (EnTT, flecs), cache-friendly data layouts, and how real-time budget constraints shape every design decision.

  • Unreal Engine C++ deep dive
  • ECS with EnTT and flecs
  • Frame budget & profiling
  • Asset streaming & memory
  • Custom allocators for game loops
Unreal EngineECSEnTTData-orientedSIMDJob systems
Explore Game Development
HFT & Low-Latency Finance
Lock-free queues, cache layout, DPDK, kernel bypass, nanosecond budgets

High-frequency trading demands sub-microsecond latency. Explore lock-free data structures, CPU cache optimization, kernel bypass networking (DPDK, RDMA), NUMA awareness, and latency measurement.

  • Lock-free queues & ring buffers
  • Cache line alignment & false sharing
  • DPDK & kernel bypass
  • Custom allocators (pool, arena)
  • Latency measurement & jitter
Lock-freeDPDKRDMACache localityAllocatorsNUMA
Explore HFT & Low-Latency Finance
Embedded & IoT
Freestanding C++, MISRA, AUTOSAR, RTOS, bare-metal, constrained resources

C++ on microcontrollers and safety-critical systems. Freestanding implementations, MISRA-C++ compliance, RTOS integration (FreeRTOS, Zephyr), deterministic timing, and zero-overhead abstractions.

  • Freestanding C++ (no stdlib)
  • MISRA-C++ rules & rationale
  • RTOS integration patterns
  • Interrupt-safe data structures
  • Static analysis for safety
FreestandingMISRAAUTOSARFreeRTOSZephyrBare-metal
Explore Embedded & IoT
Graphics & Rendering
Vulkan, OpenGL, DX12, Metal, WebGPU, shaders, render graphs

Modern GPU programming from first principles. Vulkan/DX12 explicit APIs, render graph architecture, bindless resources, GPU-driven rendering, shader compilation pipelines, and real-time ray tracing.

  • Vulkan from scratch
  • Render graph design
  • Bindless resources & GPU-driven
  • Real-time ray tracing (DXR/VKR)
  • Multi-threading the GPU pipeline
VulkanDirectX 12OpenGLWebGPUbgfxRender graphs
Explore Graphics & Rendering
HPC & Scientific Computing
Eigen, BLAS, MPI, OpenMP, CUDA, SYCL, Kokkos, vectorization

Maximum compute throughput for simulations, machine learning infrastructure, and numerical methods. SIMD vectorization, parallel patterns (OpenMP, MPI), GPU computing (CUDA/SYCL), and performance portability.

  • Vectorization & intrinsics
  • OpenMP parallel patterns
  • CUDA C++ programming
  • Performance portability (Kokkos)
  • Numerical stability & precision
EigenOpenMPMPICUDASYCLKokkosBLAS
Explore HPC & Scientific Computing
AI / ML Inference
libtorch, ONNX Runtime, TensorRT, GGML, llama.cpp internals

C++ is the runtime for most ML inference. Learn how libtorch, ONNX Runtime, TensorRT, and GGML work under the hood, and how to integrate, optimize, and deploy ML models in C++ applications.

  • ONNX Runtime C++ API
  • TensorRT inference pipelines
  • GGML / llama.cpp internals
  • Quantization & model optimization
  • Custom operator authoring
libtorchONNX RuntimeTensorRTGGMLllama.cppBLAS
Explore AI / ML Inference
Systems & OS Programming
Drivers, kernels, IPC, syscall layers, memory-mapped IO

Writing software that talks directly to hardware and the OS. Kernel module patterns, device driver architecture, IPC mechanisms, syscall wrappers, and memory-mapped IO.

  • Memory-mapped IO & DMA
  • IPC: pipes, shared memory, sockets
  • Kernel/userspace interfaces
  • Atomic operations & memory ordering
  • Signal handling & async-signal-safety
DriversIPCSyscallsMemory-mapped IOKernel modules
Explore Systems & OS Programming
Networking
Asio, io_uring, libuv, Seastar, zero-copy, async patterns

High-performance networking in C++. Asio (Boost + standalone), io_uring for Linux, zero-copy transfers, async/await patterns for network I/O, and building custom protocol stacks.

  • Asio async model deep dive
  • io_uring (Linux 5.1+)
  • Zero-copy with splice/sendfile
  • Coroutine-based networking (C++20)
  • Custom protocol implementation
Asioio_uringSeastarZero-copyHTTP/2TLS
Explore Networking
Audio & Real-Time DSP
JUCE, PortAudio, lock-free audio threads, RT-DSP, plugin APIs

Real-time audio has the strictest latency requirements of any domain. Lock-free audio thread patterns, JUCE framework, VST/AU plugin development, DSP algorithm implementation, and deterministic memory allocation.

  • Lock-free audio thread patterns
  • JUCE framework deep dive
  • VST3 / AU / CLAP plugins
  • Real-time DSP algorithms
  • Audio graph architecture
JUCEPortAudioLock-freeVST3DSPCLAP
Explore Audio & Real-Time DSP
Robotics
ROS2, real-time control, sensor fusion, motion planning

C++ in robotics: ROS2 architecture and patterns, real-time control loops, sensor fusion with Eigen, motion planning, and the intersection of safety-critical systems and autonomous decision-making.

  • ROS2 C++ (rclcpp) patterns
  • Real-time control loops
  • Sensor fusion & Kalman filters
  • ROS2 lifecycle nodes
  • DDS / Fast-DDS internals
ROS2rclcppEigenReal-time controlDDS
Explore Robotics
Security & Cryptography
OpenSSL, libsodium, Botan, fuzzing, memory hardening, secure coding

Writing secure C++ code and integrating cryptographic primitives. OpenSSL / libsodium APIs, TLS implementation, fuzzing with libFuzzer/AFL++, memory hardening techniques, and C++26 safety profiles.

  • TLS with OpenSSL / BoringSSL
  • libsodium for modern crypto
  • Fuzzing with libFuzzer
  • Memory hardening (C++26 profiles)
  • Secure coding patterns
OpenSSLlibsodiumBotanlibFuzzerAFL++Hardening
Explore Security & Cryptography
Browser Internals
Chromium/V8/Blink/WebKit architecture, JIT, GC, rendering pipeline

How browsers are built with C++. Chromium/Blink/V8 architecture, garbage-collected C++ (Oilpan), JIT compilation patterns, multi-process architecture, and the Mojo IPC system.

  • Chromium multi-process model
  • V8 JIT compilation
  • Oilpan GC in C++
  • Mojo IPC system
  • Blink rendering pipeline
ChromiumV8BlinkWebKitOilpanMojo
Explore Browser Internals

More domains coming

Each track is actively being built out with deep-dive articles, code examples, and library guides. Domains are prioritized by traffic and community requests — game dev, HFT, and embedded ship first.