FTL

Anatomy of a Smart Pointer

I recently implemented smart pointers into the FTL and was looking for a similar set to Boost's own due to their wide spread use.  Obviously there are a few ways in which smart pointers can be implemented and I thought it would be interesting to document the reasons why I followed a particular route rather… Continue reading Anatomy of a Smart Pointer

FTL

FTL Allocators

Allocators, by anyone's standards, are the most difficult and 'tacked-on' feature of the STL and it is because of this that different implementations have very different opinions on how they should be implemented. Obviously we want the FTL allocator model to be as simple as possible to actively encourage people to create their own custom… Continue reading FTL Allocators

FTL

Fixed Length Containers

It makes sense to start with the simplest and most obvious addition to the standard in the FTL which are fixed length containers. The FTL provides fixed length containers for the vector, queue, stack, bitset and array objects which allow developers to allocate all space for the container on the stack or within the allocation… Continue reading Fixed Length Containers

FTL

Replacing The STL

There is often a lot of debate amongst game developers about whether we should be using STL in development code or whether it can, in the long run, cause more problems than it solves. Unfortunately, ignoring the STL and dismissing it as a complicated and bloated set of containers can lead to development teams missing… Continue reading Replacing The STL