~/talk

The Badlands of C++: Professional Game Development

Talkat ACCU 2018 · 2018-04-11..04-14· [c-and-cpp]
links:none on file
slides:none on file

Game studios standardize on Visual Studio-driven toolchains, avoid STL where allocators and compile bloat hurt tight budgets, and sometimes replace it with EA’s EASTL or hand-rolled containers like intrusive containers and fixed vectors to control memory and performance. Production builds hit millions of lines (examples around 10M LOC) and nightly or distributed builds still take 15–60 minutes. Error handling favors no exceptions on hot paths, reflection comes from code-generation annotations (Unreal-style property metadata) rather than runtime RTTI.

AI-written summary · about

  1. 0:00Intro
  2. 1:11Recap
  3. 3:19STL Adoption
  4. 11:20Boost Adoption
  5. 12:45Exceptions
  6. 14:28Reflection
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