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I think it's interesting to look at his code. I have not worked on games myself, but I've understood that most big game studios write their own versions of STL containers, in order to have close control over each and every CPU cycle spent, and in order not to get burnt by changes in the STL, or by slight, or not so slight, variations in performance between different implementations of the STL.

I see that he does the same, keeping his own lightweight string class implementation, for instance, and also his own lightweight smart pointer implementations (Owned and Borrowed). I suspect that he also uses bare pointers and new for similar reasons.

It would be interesting to know if he thinks it is necessary, or if he could have used std::string, std::unique_ptr and std::make_unique instead in this framework.





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