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by fusiongyro
5029 days ago
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I'm not a game programmer and I seldom use C or C++, but I don't find the article particularly convincing. If the motivation is to reduce bugs caused by additional allocations, he wouldn't be avoiding boost or suggesting a copy-and-paste job with his off-the-cuff locking regime. If the motivation is really performance, it seems like one should consider other data structures such as std::vector. Part of the reason to use std::list et. al. is to benefit from the STL functions—hand-writing remove, find, sort, etc. is additional code which will need to be made correct and performant and maintained internally. I understand game programming is a very different enterprise with very different tradeoffs and motivations, but I don't feel well-sold for "pedestrian" application development. |
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