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Re:The C++20 Naughty and Nice List for Game Devs by gumby on Monday December 25, 2023 @11:51AM (#38764043)
It isn’t just a nicer API but type safe and much faster at runtime.

Since I rarely compile all my code at once (usually just a single file followed by a re-link) compile time doesn’t matter much. And that’s even though while editing or writing code I don’t have all the slowdown bloat of an IDE so compile time is more noticeable.

Re:The C++20 Naughty and Nice List for Game Devs by tubs on Monday December 25, 2023 @03:26PM (#38765802)
In my experience if you're doing perf critical stuff with string formatting you won't be using anything like fmt or printf, and for everything else the runtime difference is almost entirely unimportant.
Re:The C++20 Naughty and Nice List for Game Devs by vitaut on Tuesday December 26, 2023 @08:03PM (#38777875)
{fmt} is commonly used for performance critical code because it provides some of the fastest numeric formatting and I/O:

* https://vitaut.net/posts/2020/fast-int-to-string-revisited/ * https://github.com/fmtlib/fmt/pull/1882 * https://vitaut.net/posts/2020/optimal-file-buffer-size/

Here's just one example: https://aras-p.info/blog/2022/02/03/Speeding-up-Blender-.obj...

Re:The C++20 Naughty and Nice List for Game Devs by tubs on Wednesday December 27, 2023 @09:44AM (#38782389)
Of that blog post the float formatting is a tiny fraction (excuse the pun) of the perf win.
Re:The C++20 Naughty and Nice List for Game Devs by vitaut on Wednesday December 27, 2023 @11:37AM (#38783644)
It's just one example showing a decent win with minimal efforts. {fmt} is widely used for getting better perf in formatted code.