Re:The Hidden Cost of C++
by groby_b on Tuesday October 20, 2009 @03:45PM
(#893171)
That would be nice. Except that - again, for performance reasons - we often have to break the boundaries between modules. Most game engines are a tangled web, since many parts are talking to many other parts. (I think there are ways around that, and there will certainly be a post on it. But that's the way things work right now)
So it's not always that easy to just find a guilty party and blame them.
So it's not always that easy to just find a guilty party and blame them.