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by jcelerier
685 days ago
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> as well as taking different implementation strategies (e.g. the small string optimization is different in libc++ and libstdc++ As a user this is really not a good thing when the stdlib is tied to the platform. In the end the only sane thing to do if you want any reproducibility across operating systems is to exclusively use libc++ everywhere. |
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no std library code in portable code. FTFY.
Ofc there are no absolutes. In gamedev essential type info bits and intrinsics are either allowed back or wrapped. Algorithm library is another bit allowed for the most part ( no unstable sort and such ).
I know your approach of 'one ring-libc++ to rule them all' is much more popular in community but gamedevs needed cross platform code for long time. It always had been working well regardless of the opinions.