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EA’s STL had more to do with custom allocators and the fact that a lot of the platforms we were developing for 10 years ago didn’t have mmap or paged memory man
by CountSessine 6y ago
EA’s STL had more to do with custom allocators and the fact that a lot of the platforms we were developing for 10 years ago didn’t have mmap or paged memory management (or at least nothing that they wanted to expose to us lowly user-mode gamedevs).