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Jun 26, 2013 at 4:55 history tweeted twitter.com/#!/StackGameDev/status/349752724633567232
Jun 25, 2013 at 23:46 comment added Sean Middleditch linked lists are fine for games - just not naively heap-allocated structures like std::list. an inline (zero-allocation overhead) linked list is great if used properly. likewise, std::map and std::unordered_map can be problematic, but a well-written tree or hash table that plays nicely with memory and cache is invaluable. be wary of any advice that claims some technique is always too slow or perfectly fast - as much truth as those claims might be founded in, there's always more details you have to consider (and measure!) for each situation.
Jun 25, 2013 at 20:15 history edited Tetrad
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Jun 25, 2013 at 20:15 comment added Tetrad There are times you want things to be fixed sized, and there are times you want to dynamically sized. The use cases for that determines which one you'll be using. But as an aside, you should probably be using std::array for fixed-sized arrays instead of C-arrays since they're designed for similar safety that vectors are.
Jun 25, 2013 at 20:07 comment added Tetrad related: gamedev.stackexchange.com/questions/4887/…
Jun 25, 2013 at 19:58 review First posts
Jun 25, 2013 at 20:45
Jun 25, 2013 at 19:48 answer added Evan timeline score: 5
Jun 25, 2013 at 19:39 history asked user1123 CC BY-SA 3.0