Timeline for STL for games, yea or nay?
Current License: CC BY-SA 2.5
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Jul 17, 2010 at 22:08 | comment | added | Ed Ropple | But if you don't want dynamic memory allocation, then you shouldn't be using the STL. That is sort of the point. Your own code is going to be no better, and could certainly be quite worse. The design decision to misuse the STL is the issue here, not the STL, its capabilities, or its perf characteristics. You're attacking the wrong part of the problem. | |
Jul 15, 2010 at 1:33 | comment | added | Terrance Cohen | In practice, toward the end of a project, performance tends to be a critical problem. If you use STL, you have very little opportunity for optimization because it takes your specific applications and solves them in a general way. Solving specific cases in a specific way (and without dynamic memory allocation) is almost always higher-performance. | |
Jul 14, 2010 at 22:09 | history | answered | jorge_codes | CC BY-SA 2.5 |