hplus0603 said:
but all that complexity also makes me producing working, bug-free code take longer. And templates increase compile times
My experience too. If i would handle such options with templated specializations (which i considered), the ‘software architecture’ part of work becomes just tedious / distracting.
And while i only work on tools currently, not sure if i would take that burden for each and every runtime code either.
Why should we optimize an ass out, if later artists generate shaders from nodegraphs, in game GUI runs with interpreting html and CSS, or whole game logic is implemented with scripts? : )
(Did not know about std::optional though. I'm really slow with catching up and only adopt what i see occasionally in other peoples code)
hplus0603 said:
They have distributed compile farms, and any 0.1% savings in runtime they can achieve saves their companies millions of dollars every month.
That's really interesting to hear. I always assumed some sloppiness about performance is the norm quite everywhere nowadays.