This Videogame Developer Used the STL and You'll Never Guess What Happened
summary
Claims production C++ game uses the STL successfully on CPU‑bound code and measurable problems mostly come from toolchain choices not abstractions. Benchmarks show enabling -O or inlining cuts runtimes by several× versus unoptimized loops, vector is cache‑friendly and usually fastest, and better hash performance comes from open addressing rather than naive std::unordered_map implementations that suffer a modulo bottleneck. Small‑buffer variants like boost/facebook/google small vector give big wins for many tiny allocations, but custom replacements cost ongoing maintenance.
AI-written summary · about
chapters (18)
- 0:00Start
- 8:12Major vendors should provide a reasonably good implementation of the STL
- 10:49STL, like C++, is designed for general purpose
- 12:30Vendor implementations may include additional debug features to help developers
- 18:01The 80486 was the last x86 to run instructions
- 25:55Some vendors offer good or decent support for optimized debug builds (CCC, MSVC)
- 27:25Most commonly used containers
- 38:13Fixed capacity vector
- 39:05Classic sorted associative containers
- 42:26Open addressing hash tables offer better
- 43:34Caching is not the main reason why STL hash tables are slow
- 48:01The Committee make specifications, not implementation
- 49:05Common STL implementations are widely used and tested
- 50:57Standard specifications cannot make unsafe assumptions
- 51:22Corollary fit-to-purpose alternatives make
- 53:26Writing generic containers is hard
- 54:31Consider how many people one can spare on STL replacements maintenance
- 57:14Challenge your vender quality of
related talks
57mThis Videogame Programmer Used the STL and You Will Never Guess What Happened Next
01h 01mGame engine using STD C++ 11
57mOptimising Data Building In Game Development
50mProductivity in C++ Game Development: The Mind of an AAA Game Developer
41mBeyond OOP: A Journey From Cache Misses to MASS Hits
42mThe Hidden Side of the Pixel
01h 02mMaking Games Start Fast: A Story About Concurrency
01h 05mChallenges and Benefits of Upgrading Sea of Thieves From C++14 to C++20
