This Videogame Programmer Used the STL and You Will Never Guess What Happened Next
summary
A production CPU‑bound game uses the STL and finds concrete tradeoffs: vector wins for hot data because of cache locality and sometimes outperforms map/set for small sizes, so vectors beat maps for small sets. Benchmarks with quickbench show debug builds 4–7× slower and unoptimized C++ up to ~26× slower, while enabling minimal optimization (-O1/-Og) restores and can even beat plain C, so enable -O1 (minimal optimization) and C++ can beat C. Alternatives used: small-buffer/SmallVector, fixed‑capacity proposals (static_vector), and open‑address hash tables; also note modulus is slow — use alternative bucket mapping and use VTune or MS profiler to prove issues.
AI-written summary · about
chapters (6)
- 0:00Start
- 2:42Case against the Stl
- 20:07Vector
- 23:02What Are the Limitations of Vector
- 30:29Dropping Constraints
- 48:39Is It Okay To Make Dynamic Allocation in Game Logic
related talks
01h 18mThis Videogame Developer Used the STL and You'll Never Guess What Happened
58mRefresher on Containers, Algorithms and Performance
05mMaximising Throughput & Minimising Latency in High-Performance C++ Code
19mThe Badlands of C++: Professional Game Development
01h 00mMoving Faster: Everyday efficiency in modern C++
49mAlgorithmic and microarchitecture optimizations of C++ applications
35mAlgorithmic and microarchitecture optimizations of C++ applications
57mOptimising Data Building In Game Development
