|
![](/i/fill.gif) |
> and how to implement them myself if necessary. For example: a game
> project with extremely severe speed requirements, developing for
> platforms where the STL isn't useable,
read "Game Architecture and Design" by Rollings and Morris and you'll
realize these notions are very outdated. programs are getting too big,
and computers too fast for any one person or team to develop all the
code in-house or worry about speed optimization. libraries are the
future. just look at the quake engines. those are libraries. other
developers are starting to make other specific libraries, like physics,
installation, or interface libraries. the book i mentioned talks about
this and has application for all fields of software development; it just
goes in to games a little more.
Post a reply to this message
|
![](/i/fill.gif) |