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Kaj
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I'm old, oldskool, and a cycle counter. In my own work I use raw pointers and no dynamic allocations at runtime (except the pools themselves). Everything is pooled, and ownership is very strict and never transferable, if really needed I write a custom small block allocator. I make sure that there is a state during game for every pool to clear itself. When things get hairyI do wrap objects in handles so I can relocate them, but I'd rather not. Containers are custom and extremely bare bones. I also don't reuse code.
While I would never argue the virtue of all the smart pointers and containers and iterators and whatnot, I am known for being able to code extremely fast (and reasonably reliable - although it's not advisable for others to jump into my code for somewhat obvious reasons, like heart-attacks and perpetual nightmares).

At work, of course, all is different, unless I am prototyping, which I thankfully get to do a lot.