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For triple-A game engines attuned to work on console hardware, sure, but they're really sophisticated optimizations. The STL is fine for a lot of things in gam
by jokoon 7y ago
For triple-A game engines attuned to work on console hardware, sure, but they're really sophisticated optimizations.
The STL is fine for a lot of things in gamedev.
Object pools are not so hard to implement, the only thing a object pool really does is to reduce memory allocation and de-allocation delays while keeping the O(1) random access. It's just a strategy for allocating and accessing memory properly.
It sounds like premature optimization, and it often is, because those strategies are not really trivial to use or implement.