Original Post
I've been using Boost for quite some time now. For developing cross-platform code, it has been a huge help in reducing the need for platform-specific code. However, it comes with its own baggage, in terms of library size, slower compile times, and cryptic compiler errors.
In talking to game developers in other studios (AAA and indie), I've started to get the almost-universal impression that they hate Boost and wouldn't touch it for any serious (non-tool) development.
I can somewhat understand this, and I myself have been trying to reduce my use of Boost in order get a grip on compile and debug times, but there are some pieces of Boost that have been too useful to give up. For example, the threading library. Without it, I would have to write platform-specific code every time I created a new thread. Or the filesystem library, which lets me query files and directories without dealing with path separator differences and such.
So if most developers hate Boost, what do they use? Are they really just writing lots of platform-specific code for each game? Or are there lighter alternatives out there that work just as well for specific tasks?
In talking to game developers in other studios (AAA and indie), I've started to get the almost-universal impression that they hate Boost and wouldn't touch it for any serious (non-tool) development.
I can somewhat understand this, and I myself have been trying to reduce my use of Boost in order get a grip on compile and debug times, but there are some pieces of Boost that have been too useful to give up. For example, the threading library. Without it, I would have to write platform-specific code every time I created a new thread. Or the filesystem library, which lets me query files and directories without dealing with path separator differences and such.
So if most developers hate Boost, what do they use? Are they really just writing lots of platform-specific code for each game? Or are there lighter alternatives out there that work just as well for specific tasks?