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When does God of War on PS5 stop feeling fresh?
When does God of War on PS5 stop feeling fresh?
I'm learning C++ after working with garbage-collected languages, and memory management is giving me headaches. I understand the basics of new/delete, but smart pointers (unique_ptr, shared_ptr, weak_ptr) are confusing me.
Here's what I'm struggling with:
```cpp
#include <memory>
#include <vector>
class Resource {
public:
Resource() { std::cout << "Resource created\n"; }
~Resource() { std::cout << "Resource destroyed\n"; }
void use() { std::cout << "Using resource\n"; }
};
int main() {
// When to use which smart pointer?
std::unique_ptr<Resource> resource1 = std::make_unique<Resource>();
std:
hared_ptr<Resource> resource2 = std::make_shared<Resource>();
// What about arrays?
std::unique_ptr<Resource[]> resources = std::make_unique<Resource[]>(5);
return 0;
}
```
I'm looking for C++ programming help with these programming logic help questions:
1. What's the simple rule for choosing between unique_ptr and shared_ptr?
2. How do I handle circular references with shared_ptr?
3. Are there common memory leaks that still happen even with smart pointers?
4. What debugging tools are best for tracking memory issues in C++?
This feels like one of those coding challenges and solutions that separates beginner C++ programmers from experienced ones. I'd appreciate any advice on best coding practices 2025 for C++ memory management.
Also, if anyone has recommendations for coding tutorial recommendations that cover modern C++ memory management really well, please share!
Interesting idea, could work in some cities.
So I finally got my hands on a PS5 after all this time, and I’ve been playing the new God of War. It looks incredible, but I’m honestly feeling a bit… underwhelmed? The combat is flashy, but it just doesn’t grab me the way the old games did. I keep wondering if it’s just me, or if the spectacle is kind of carrying the experience now. Has anyone else felt this way after the initial wow factor wears off?
I hear you I felt the same after the initial wow with God of War the cinematic flair sticks but the slower moments can feel thinner When the flashy moments fade what remains is usually pacing and world details that need to carry the weight
Analytically speaking the core loop may still be solid but the bar for spectacle has risen since the old games In God of War the engine makes it look epic yet the sense of danger might be quieter You could try focusing on the rhythm of encounters and the smaller goals to rekindle tension
Maybe you misread what counts as a win in a game like this My hunch is some players chase the spectacle while others crave tighter boss tempo In God of War the pacing can swing between bursts and pauses and that clash can feel off
I am skeptical that it is all you The God of War team might be leaning into big visuals for a broad audience Maybe the issue is how memory works the first impression is bright but long sessions blur it
What if the point is not to chase the same wow but to stay through quieter moments In God of War the spectacle sets the mood but the real reward could be the tiny world details and the choices you make
I wonder if the premise itself is the trap more spectacle does not automatically mean deeper meaning in God of War The question might be about how we measure impact and whether wow moments are enough to sustain it
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