Re:C++ for Games: Performance, Allocations and Data Locality
by dahart on Monday May 30, 2016 @11:31AM
(#11801750)
When I was doing console game dev, all the compilers were behind the times. I wouldn't be surprised if there are some compilers that produce different code. I also wouldn't be surprised if there aren't.
- BUT -
Even if it is different, in my 20 years of production C++ and 10 years of console game dev with plenty of profiling, optimizing and assembly inspection, I have never seen a case where optimizing the loop counter would have made a meaningful difference. It is possible, and I'm sure someone has seen it, but I never have, and I've seen a lot of code.
- BUT -
Even if it is different, in my 20 years of production C++ and 10 years of console game dev with plenty of profiling, optimizing and assembly inspection, I have never seen a case where optimizing the loop counter would have made a meaningful difference. It is possible, and I'm sure someone has seen it, but I never have, and I've seen a lot of code.