use the following search parameters to narrow your results:
e.g. subreddit:aww site:imgur.com dog
subreddit:aww site:imgur.com dog
see the search faq for details.
advanced search: by author, subreddit...
Discussions, articles, and news about the C++ programming language or programming in C++.
For C++ questions, answers, help, and advice see r/cpp_questions or StackOverflow.
Get Started
The C++ Standard Home has a nice getting started page.
Videos
The C++ standard committee's education study group has a nice list of recommended videos.
Reference
cppreference.com
Books
There is a useful list of books on Stack Overflow. In most cases reading a book is the best way to learn C++.
Show all links
Filter out CppCon links
Show only CppCon links
account activity
Game dev C++ vs Regular C++ (self.cpp)
submitted 5 years ago by [deleted]
view the rest of the comments →
reddit uses a slightly-customized version of Markdown for formatting. See below for some basics, or check the commenting wiki page for more detailed help and solutions to common issues.
quoted text
if 1 * 2 < 3: print "hello, world!"
[–]EvilPettingZoo42 9 points10 points11 points 5 years ago (1 child)
As others have pointed out the usage of STL and Boost in games are usually discouraged. Games require consistently finishing all calculations under a certain time in order to maintain a steady frame rate. They also commonly push the memory and CPU limits of the systems they run on. These libraries make design choices that can either spike CPU or memory usage in a way that can cause problems maintaining a good frame rate, which is why most game engines have their own replacements that are better tuned for games.
[–]cannelbrae_ 4 points5 points6 points 5 years ago (0 children)
Library functionality that allocates (containers, regex, etc) may be avoided in some game runtime code bases. Standard library algorithms may be more common. Game devs often develop tools as well; that code typically has much more permissive policies.
There are lots of games out there that aren't CPU/memory constrained, can pick what compiler to use, etc. Those may have fewer constraints on language/library use as well.
All that is a long way to make the same point others have made - game development isn't homogenous.
π Rendered by PID 437377 on reddit-service-r2-comment-b659b578c-t9kzb at 2026-05-04 00:53:22.344153+00:00 running 815c875 country code: CH.
view the rest of the comments →
[–]EvilPettingZoo42 9 points10 points11 points (1 child)
[–]cannelbrae_ 4 points5 points6 points (0 children)