3 ms·
Probably also because Game Developers had to deal with the MS STL implementation which for many years both the compiler and standard library were behind the tim
by daemin 2y ago
Probably also because Game Developers had to deal with the MS STL implementation which for many years both the compiler and standard library were behind the times and not that optimal.
Case in point when using a std::deque with MS STL it's not really efficient because it has a very small buffer size, so it pretty much degrades into a linked list if the element is big enough. See: https://devblogs.microsoft.com/oldnewthing/20230810-00/?p=108587 https://devblogs.microsoft.com/oldnewthing/20230810-00/?p=10...
Then there's the case of std::unordered_map which has been benchmarked recently, and for all the flak that boost gets I am considering using it for its hash map.
https://jacksonallan.github.io/c_cpp_hash_tables_benchmark/ https://jacksonallan.github.io/c_cpp_hash_tables_benchmark/