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Using modern C++ with STL in gamedev is quite difficult because it results in atrocious compile times and slow debug build performance (For making a game, itera
by lasagnaphil 8y ago
Using modern C++ with STL in gamedev is quite difficult because it results in atrocious compile times and slow debug build performance (For making a game, iteration speed and debuggability can be pretty important.) Also if you want to develop for consoles there are some limitations: most notably you are forbidden to use exceptions, and the platform's compiler usually doesn't even support the latest C++ standard...
That said, I think a third kind might also exist, although rare for AAA studios and more common with mid-size/indie game developers...
- Negitivefrags 8y agoThe compiler for Xbox one is MSVC which supports modern c++ quite quickly, and the compiler for PS4 is based on Clang which also supports modern c++ very quickly. Exceptions are supported and we use them for any non-gameplay code paths. That is to say, you can and should use exceptions for all loading/initialisation paths unless they are during actual gameplay. This ends up feeling quite natural as that is mostly what exceptions are good for, and honestly, they would practically never fire in a non-development scenario because they are almost always some kind of error in data files.