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# The 5 pillars of designing a good C++ library

**[Low Level Game Dev](https://daily.dev/sources/lowlevelgamedev)** · 18 min read · 0 upvotes · 0 comments

## Summary

Five practical principles for designing good C++ libraries are covered: (1) easy to link and integrate, including bundling dependencies directly in the repo; (2) easy to use, favoring simple functions over heavy OOP and avoiding callbacks; (3) hard to use wrong, by clamping invalid inputs, using references over raw pointers, and splitting functions to eliminate conflicting flags; (4) versatile yet approachable, offering both powerful and simple helper APIs; (5) non-prescriptive, avoiding exceptions, not forcing specific string types, and supporting custom memory allocators. Real-world examples from ImGui, Bullet Physics, assimp, Raylib, and SFML illustrate each principle.

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daily.dev links to this article rather than hosting it. Read it at the original source: <https://www.youtube.com/watch?v=8WNhvOpEoWQ>

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Tags: [#game-development](https://daily.dev/tags/game-development), [#architecture](https://daily.dev/tags/architecture), [#c++](https://daily.dev/tags/c++)

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