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Vittorio Romeo

Personal blog · vittorioromeo.com/index/blog · on HN as SuperV1234programming

Vittorio Romeo writes vittorio romeo's website, a personal blog at vittorioromeo.com about programming. Since 2024, 4 different Hacker News readers have linked it 17 times, most often “Cost of enum-to-string: C++26 reflection vs. the old ways”. It is still writing: the last post was on 2026-05-12, and you can follow it by feed.

Visit the blog
17mentions?
4HN people?
2024–2026first – last linked?
Links on Hacker News per year · peak 7 in 2026

Article/tutorial on http://vittorioromeo.com

The author on HN?

SuperV1234 · 331 karma · member since 2013

C++ enthusiast, WG21 member, hobbyist gamedev. https://vittorioromeo.com/ https://github.com/vittorioromeo

From their public HN profile, which links to this site.

Most-linked posts?

  1. Cost of enum-to-string: C++26 reflection vs. the old ways
    2 people · 2 mentions · first linked 2026-05-12
  2. Stackless coroutines for gamedev in ~200 lines of C++
    2 people · 2 mentions · first linked 2026-05-01
  3. Building a lightweight ImGui profiler in ~500 lines of C++
    2 people · 2 mentions · first linked 2025-10-17

What Hacker News says?

  1. I've been working on an experimental modern C++20 fork of the popular SFML library, that introduces the following new major features/changes: - *Modern OpenGL and first-class support for Emscripten* - *Batching system to render 500k+ objects in one draw call* - *New audio API supporting multiple simultaneous devices* - *Enhanced API safety at compile-time* - *Flexible design approach over strict OOP principles* - *B…

    Comment linking /index/blog/vrsfml2.html

    on “Ask HN: What are you working on? (October 2024)”
  2. Submitted Building a lightweight ImGui profiler in ~500 lines of C++ as a story · 4 points

    HN discussion
  3. I've recently added autobatching to my SFML fork ( https://github.com/vittorioromeo/VRSFML/tree/bubble_idle ). Drawing multiple objects that use the same RenderStates will now be automatically coalesced into a single draw call, for example: for (int i = 0; i < 10000; ++i) renderWindow.draw(sf::Sprite{/* ... */}); Upstream SFML: - 10000 draw calls (!) - My fork: 1 draw call This (opinionated) fork of SFML also suppor…

    Comment linking /index/blog/vrsfml2.html

    on “Ask HN: What are you working on? (April 2025)”
  4. Submitted Stackless coroutines for gamedev in ~200 lines of C++ as a story · 3 points

    HN discussion
  5. Not a fan of the nav, but loved the transitions. Applied them to my website (bespoke C++ static generator + template library): https://vittorioromeo.com/

    Comment linking /

    on “Stitch Together Lots of Little HTML Pages with Navigations for Interactions”
  6. Submitted Cost of enum-to-string: C++26 reflection vs. the old ways as a story · 2 points

    HN discussion
  7. If you are interested in a hybrid solution, I've been working on a fork of SFML which uses SDL as the backend, among many other improvements: https://vittorioromeo.com/index/blog/vrsfml.html

    Comment linking /index/blog/vrsfml.html

    on “SFML 3.1 Is Released”
  8. Submitted Building a lightweight ImGui profiler in ~500 lines of C++ as a story · 2 points

    HN discussion
  9. Submitted How to break or continue from a lambda loop? as a story · 2 points

    HN discussion
  10. Submitted Free performance: autobatching in my SFML fork as a story · 2 points

    HN discussion
  11. Submitted AoS vs. SoA in practice: particle simulation – Vittorio Romeo as a story · 2 points

    HN discussion
  12. Submitted Rendering 500k sprites at ~60FPS in my SFML fork (batching and API changes) as a story · 2 points

    HN discussion
  13. Submitted Cost of enum-to-string: C++26 reflection vs. the old ways as a story · 1 points

    HN discussion
  14. Submitted Stackless coroutines for gamedev in ~200 lines of C++ as a story · 1 points

    HN discussion
  15. Submitted The hidden compile-time cost of C++26 reflection as a story · 1 points

    HN discussion

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