Timeline for STL for games, yea or nay?
Current License: CC BY-SA 2.5
5 events
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Jun 8, 2015 at 6:42 | comment | added | v.oddou |
truth is unordered_map either of C++11 or boost are both too slow, what you want is an open address hash map, such as google::sparse_map or your own.
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Aug 27, 2010 at 20:03 | comment | added | deft_code |
The STL offers algorithms as well as containers. There is never a reason not to use the stl version of an algorithm. For example, std::sort generally uses introsort underneath, blazingly fast and complex enough that you won't want to do it yourself.
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Jul 27, 2010 at 6:30 | comment | added | user744 | unordered_map<> is now widely available and has extremely strict performance requirements in the current TR1 draft. (To the point of overspecification I think - it even forbids open hashing, and while that's usually slower, I don't think it should be outright forbidden by the standard.) | |
Jul 14, 2010 at 22:03 | comment | added | Ben Zeigler | map<> is almost never what you want to use for anything memory or CPU efficient within the context of a game. hash_map<> is almost always a better choice, although the performance of hash_map differs heavily with vendor. If you are building a game that is either for console or features scalable network play STL can absolutely be too slow or bloated for your purposes. | |
Jul 14, 2010 at 21:58 | history | answered | Ricket | CC BY-SA 2.5 |