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99.99% (maybe even more) of game engines is not performance critical code though. I guess the reason was a different one: for exceptions to work you need a sane
by groestl 4y ago
99.99% (maybe even more) of game engines is not performance critical code though. I guess the reason was a different one: for exceptions to work you need a sane memory model. It's very hard to write exception safe code in C++. A garbage collector is very helpful to accomplish that, and _this_ is the thing that's problematic, because it interferes with the 0.01% performance critical inner loops.
- Vogtinator 4y ago> It's very hard to write exception safe code in C++. How? As long as RAII is used it's basically for free.
- summerlight 4y agoBut there are a bunch of codes which are yet to be verified as exception-safe. And in the gaming industry it's often third party code that you cannot even inspect.
- gpderetta 4y agoThe right statement is then that it is very hard to retrofit exceptions in an non-exception safe code base. Exception safety itself is not easy, as it requires different code patterns and idioms than usual. I believe that those idioms are useful and great even for non-exceptional code, but that's another story.
- groestl 4y agoI agree and would replace my original statment of "It's very hard to write exception safe code in C++" with this.