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Fixed typos.
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glampert
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I'm writing a C++ game engine and I have a scene class that I'd like to present as a code example to a team who are interestingthat is interested in my skills.

I'm interestinginterested in the stylistic or functional improvements that could be made to improve this class, as well as any possible optimisations. In particular, I was told by an industry professional that smart pointers (like shared_ptrshared_ptr) are frowned upon in game engines because of instances where reference counting adds an over headoverhead. Is there truth in this?

I'm writing a C++ game engine and I have a scene class that I'd like to present as a code example to a team who are interesting in my skills.

I'm interesting in the stylistic or functional improvements that could be made to improve this class, as well as any possible optimisations. In particular, I was told by an industry professional that smart pointers (like shared_ptr) are frowned upon in game engines because of instances where reference counting adds an over head. Is there truth in this?

I'm writing a C++ game engine and I have a scene class that I'd like to present as a code example to a team that is interested in my skills.

I'm interested in the stylistic or functional improvements that could be made to improve this class, as well as any possible optimisations. In particular, I was told by an industry professional that smart pointers (like shared_ptr) are frowned upon in game engines because of instances where reference counting adds an overhead. Is there truth in this?

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200_success
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Expanding on my original question.
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sydan
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Game engine Scene class using raw pointers

I'm interesting in the stylistic or functional improvements that could be made to improve this class, as well as any possible optimisations. In particular, I was told by an industry professional that smart pointers (like shared_ptr) are frowned upon in game engines because of instances where reference counting adds an over head. Is there truth in this?

Game engine Scene class

I'm interesting in the stylistic or functional improvements that could be made to improve this class, as well as any possible optimisations.

Game engine Scene class using raw pointers

I'm interesting in the stylistic or functional improvements that could be made to improve this class, as well as any possible optimisations. In particular, I was told by an industry professional that smart pointers (like shared_ptr) are frowned upon in game engines because of instances where reference counting adds an over head. Is there truth in this?

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sydan
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