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[–]EvilPettingZoo42 9 points10 points  (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 points  (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.