Posts Tagged ‘code bloat’

Minimizing Code Bloat: Template Overspecialization

This article is a continuation of Minimizing Code Bloat for Faster Builds and Smaller Executables. Even in an engine that isn’t rife with template meta-programming, template overspecialization can be a major source of code bloat.  Very few programmers, in my experience, really think about what the compiler and linker are doing with the code they […]

Minimizing Code Bloat for Faster Builds and Smaller Executables

No matter how much code you have, somebody always wants more.  That’s certainly been the case with every game and every engine I’ve worked on.  My good friend Kyle, who has for years been tracking all sorts of wonderful statistics about the development of Despair Engine, recently announced that we’d surpassed 1.5 million lines of […]