[GD-General] stl on consoles
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From: Raymond L. M. <ra...@wa...> - 2003-04-14 02:46:34
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Hello! I seriously do not want this to turn into some sort of = programming war but I just want to hear the experiences and knowledge of = fellow game developers on this subject. Here we go. I've used STL = before in my PC products and I happen to like it. I like that the = algorithms are solid and very complete, and some of the containers such = as the std::map are invaluable to me. The biggest gripe I've had with = it was debugging. If you have an iterator than getting to the actual = data in the debugger is horrible (unless there is some other way to = access it I don't know). The other problem was with the memory = allocations and that unless you specify an allocator it allocates as it = sees fit. Now on the PC I wasn't too worried about the allocation bit = and I figured the operating system would take care of the memory = management and everything would be fine (which it was). Now today I'm = developing a console game (PS2/XBox) where memory is a precious resource = not to be spent carelessly. I know that Pete Isensee has written an = article on overriding the memory allocator in Game Gems 3 that should = take care of the allocation problem. I still get the feeling that STL = is not very common in console programming and would like to know why. = I've written my own templated container types, except for std::map, = which seem nice and light and much easier to debug but I'm not sure if I = should use them if STL provides them and there are no penalties for = using them(memory problems, code bloat, unsuitable routines for the = cpu). If you could please tell me if you are working on a console title = using STL or not and why you do or do not use them. I appreciate = everybody's time and thank you. Raymond L. Maple WayForward Technologies P.S. I posted this on gda...@li... but was = told it was an inappropriate subject for that list so I'm posting it = here also. |