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EA Standard Template Library
EASTL stands for Electronic Arts Standard Template Library. It is an extensive and robust implementation that has an emphasis on high performance.
not that hard to wrap windows.h and undef the annoying stuff, and only a handful of files in your codebase will include it anyway. on the other hand stuff like this looks extremely worse and exactly like the kind of c++ that is hard banned in gamedev codebases
vector: const auto _Min_word_size = (_STD min)(_Left._Myvec.size(), _Right._Myvec.size());
According to the roadmap, expect it to be released by the end of 2021.
I thought WIL was meant to do that.
Someone else can provide a more fleshed out answer but basically the STL isn't fast or efficient enough as it covers so many edge cases. Game devs tend to use libraries that are more catered to performance with usage caveats or specialized for always being certain how many items you're dealing with. An example is the EA STL https://github.com/electronicarts/EASTL but there are more.
May be boost::winapi?