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by ryandrake
3288 days ago
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> Generally speaking many C++ game engines avoid the STL stuff and reimplement their own more predictable containers This seems a little like cargo cultism. I wonder if any of these shops regularly measure the performance of their custom containers and compare with the standard library on a modern optimizing compiler and make a reasoned judgment that it's still currently worth the trade-offs to stick with their own stuff. |
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Part of it is also for cross-platform consistency. No chance for bugs caused by using a different stdlib, etc. This is worth it when a lot of the toolchains for consoles are arcane have the chicken/egg-ish problem of often having poor stl implementations since they expect everybody to implement their own.
I've been out of game dev for a while though. These days I'd expect using the C++ stdlib to be more common, and mallocs are faster now (although even if you're bundling e.g. jemalloc, I imagine you still get a substantial benefit from using pools or arenas in many cases).