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reassembled | 1 year ago
Many game engines eschew the C++ STL and latest language features in favor of rolling their own performance optimized platform, data structure and algorithms libraries.
I work at a large player in the video hardware industry and we roll all our own performance-sensitive video processing code in C99 or C++98 (we only recently adopted C++11 because, why fix what ain’t broken?). It doesn’t seem to be holding us back.
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