Timeline for Is it reasonable to write a game engine in C?
Current License: CC BY-SA 2.5
10 events
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Jan 13, 2018 at 8:30 | comment | added | user77245 | And for Lua, if you can write a C header file and export dylib functions, with LuaJIT you can call those directly and immediately start calling your code with no binding effort. Of course you then have to wrap things on the Lua side to make it all safe and idiomatic to use (otherwise it's no safer than C), but I find that much easier than sophisticated binding strategies from the C++ side. | |
Jan 13, 2018 at 8:27 | comment | added | user77245 | I did use the standard lib and boost religiously for a while during the late 90s and early 2000s though. But over time I just found less and less reasons to use them -- maybe in part because I'm finding the memory hierarchy has skewed so much towards CPU caches and registers. Linked structures are less useful unless they contiguously store their nodes, ever since I was introduced to ECS I've found more uniform ways to represent and access data, etc... in ways that just seems to make most of the STL no longer beneficial in most cases in my domain. | |
Jan 13, 2018 at 8:24 | comment | added | user77245 |
I might be weird but I'm finding less and less use for the STL and boost over the years as my libraries have grown. vector is still damned useful when my libs are out of reach, but I no longer use map or unordered_map hardly at all since I'm generally mapping data in parallel (using dense or sparse arrays) and accessing everything by index -- at which point even a hash table becomes an enormous waste if we can just store things in parallel. The most useful data structure I've found is actually a free list type of thing: constant-time insertions wherever and removals from the middle.
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Sep 30, 2010 at 9:54 | comment | added | o0'. | People, what you believe is irrelevant: either you know or you don't know. | |
Aug 24, 2010 at 7:03 | comment | added | Dan Olson | Lots of people use boost in games, I believe. But it's far from a requirement (or even desirable) for many of us. | |
Aug 9, 2010 at 1:04 | comment | added | jsimmons | Yeah but also realise that there's similar libraries for C as well. | |
Jul 18, 2010 at 15:21 | comment | added | Loris | Personally, I'm using Boost.FunctionTypes for c++/lua interaction (see gamedev.net/reference/programming/features/CPPLuaExport/… ) and the Boost random number library for uniform random number generation (for particle systems). Also, Boost.Foreach is neat. BTW, who cares if big studios are not using BOOST? They have the manpower to write their own STL libraries from scratch, I don't. | |
Jul 18, 2010 at 14:43 | comment | added | user274 | What part of BOOST are you referring to? AFAIK no big studio uses BOOST in their game runtime. The question here refers to the game engine, not the tools nor the editor. | |
Jul 16, 2010 at 12:05 | comment | added | slicedlime | Does any big studio actually use boost? Even STL usage is still under debate, because of portability. At least for console engines. | |
Jul 15, 2010 at 7:37 | history | answered | Loris | CC BY-SA 2.5 |