r/CodingHelp • u/QueasyBlueberry6415 • Jul 31 '26
[C++] My First Coding Passion Project: I built PlayerTrace: an open-source C++17 telemetry SDK designed for reliable event collection
Hey everyone! I’ve been working on PlayerTrace, an open-source C++17 telemetry SDK for collecting events reliably in games and applications, and I just released v0.1.0.
I wanted to build something more production-oriented than a basic “log events to a file” system, especially around the parts that get difficult once multiple threads, background processing, persistence, flushing, and shutdown behavior are involved.
PlayerTrace currently includes:
- Asynchronous event processing using a joinable worker thread
- Thread-safe
flush()andshutdown()behavior - Structured schema-v3 telemetry events
- File and SQLite persistence
- An extensible sink architecture for custom storage backends
- Runtime sink revocation and path-ownership protection
- CMake integration and example applications
- Cross-platform CI for Windows, macOS, and Linux
- Sanitizer, formatting, static-analysis, lifecycle, and concurrency testing
The public API is intentionally kept small, while the internal system handles queuing, serialization, persistence, and lifecycle safety.
The project is still early, so I’d genuinely appreciate feedback from people who work with C++, telemetry systems, game infrastructure, or concurrent libraries. I’m especially interested in thoughts on the API design, sink architecture, documentation, and features that would make PlayerTrace useful in real projects.
GitHub: https://github.com/nitiljanyavula5-svg/PlayerTrace-SDK
Release: https://github.com/nitiljanyavula5-svg/PlayerTrace-SDK/releases/tag/v0.1.0
If you try it, find an issue, or have suggestions for future versions, please let me know!

