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C++ templates have a poor reputation in the gamedev community. Years ago some companies went too far with it and got burned. EA has their own fork of the STL th
by jasonwatkinspdx 6y ago
C++ templates have a poor reputation in the gamedev community. Years ago some companies went too far with it and got burned. EA has their own fork of the STL that's gotten increasingly crufty and behind in performance. AAA game engines also get big, so there's a lot of pressure on avoiding explosions of build time with more advanced template techniques.
Gamedev tends to use its own patterns, particularly arena allocation for long lived fixed size tables, or their own internal object / entity / component model . It's not really c with classes or c with templates, just kind of its own dialect.