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digitalmars.D - EA STL

reply janderson <askme me.com> writes:
This is pretty old (last year) however its interesting none the less. 
Basically EA took STL and optimized it for game development.  Afterwoods 
they wrote this paper and sent it to the STL committee.  Many of the 
concepts/suggestions are not game programming specific.  I think D and 
D's standard libs may be able to learn something from this.

http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html

-Joel
May 23 2008
next sibling parent dominik <dominik |VGA|.hr> writes:
On Fri, 23 May 2008 23:58:02 -0700, janderson wrote:

 http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html
 
 -Joel

this sounds great, I wish we had something like that and GIL for D
May 25 2008
prev sibling parent reply bearophile <bearophileHUGS lycos.com> writes:
janderson:
 This is pretty old (last year) however its interesting none the less. 
 Basically EA took STL and optimized it for game development.  Afterwoods 
 they wrote this paper and sent it to the STL committee.  Many of the 
 concepts/suggestions are not game programming specific.  I think D and 
 D's standard libs may be able to learn something from this.

I think this is even more interesting: http://www.stepanovpapers.com/notes.pdf Bye, bearophile
May 25 2008
parent Georg Wrede <georg nospam.org> writes:
bearophile wrote:
 janderson:
 
This is pretty old (last year) however its interesting none the less. 
Basically EA took STL and optimized it for game development.  Afterwoods 
they wrote this paper and sent it to the STL committee.  Many of the 
concepts/suggestions are not game programming specific.  I think D and 
D's standard libs may be able to learn something from this.

I think this is even more interesting: http://www.stepanovpapers.com/notes.pdf

The latter might be a bit forbidding to anyone not familiar with C++ STL, and too detailed and long anyway to be read on-line. The former, however is definitely something all of us might want to read soon. It contains accessible insights into library development, programming, and optimizing. And real-world issues presented by an authority on the nitty-gritty of actual coding, much of which is applicable in domains other than only games programming.
Jun 11 2008