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In the algorithms they made some significant gains on Windows and Xbox, but
not so much on Mac and Linux. I guess libstdc++ is faster than Microsoft's
STL implementation. Since a lot of games will target Microsoft platforms I
guess it was a good move to rewrite their STL implementation.

I wonder if Valve has a similar benchmark comparison for CUtl* and the
equivalent operations using STL.

Regards,

Paul

On Fri, Feb 15, 2008 at 11:23 AM, Nate Nichols <[EMAIL PROTECTED]> wrote:

> That is a really interesting article.  How did you find it?
>
> Also, they do have some performance benchmarks buried at the bottom:
>
> http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html#Appendix_20
>
> Nate
>
> On Fri, Feb 15, 2008 at 9:55 AM, Paul Peloski <[EMAIL PROTECTED]>
> wrote:
> > --
> >  [ Picked text/plain from multipart/alternative ]
> >  Interesting, thanks for finding that.
> >
> >  I wonder if eastl is actually faster, more portable, etc. I'm sure it
> >  satisfies their desire for a simpler std::allocator. But, I would have
> liked
> >  to see some performance comparisons in this paper. There's nothing like
> hard
> >  numbers to justify the time they spent rewriting/redesigning the STL.
> >
> >  Regards,
> >
> >  Paul
> >
> >
> >  On Fri, Feb 15, 2008 at 4:56 AM, Justin Krenz <[EMAIL PROTECTED]> wrote:
> >
> >
> >
> > > I found a good site that details EA's own version of STL and why game
> >  > companies don't use STL.
> >  >
> >  > http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html
> >  >
> >  > Paul Peloski wrote:
> >  > > --
> >  > > [ Picked text/plain from multipart/alternative ]
> >  > > Why doesn't Valve use the STL, anyways? I've always wondered. I
> really
> >  > like
> >  > > the STL (and Boost). Is there some important consideration I missed
> >  > about
> >  > > their usage with the Source SDK?
> >  > >
> >  > > Regards,
> >  > >
> >  > > Paul
> >  > >
> >  >
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> >  >
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> >
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