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Original author: 
Amar Toor


Valve has begun testing new biofeedback technologies based on a player's sweat levels and eye movements, as part of the company's ongoing efforts to incorporate user emotions into gameplay. As VentureBeat reports, Mike Ambinder, Valve's resident experimental psychologist, discussed the developments at last week's NeuroGaming Conference and Expo, held in San Francisco.

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Radical Entertainment, an operation of Activision Blizzard, Inc. is a leading developer of interactive entertainment. We are proud to have released hit titles such as Scarface: The World is Yours, Hulk Ultimate Destruction, Crash of the Titans, and Prototype. Our 50,000+ square foot studio situated on the cusp of downtown Vancouver, overlooks the coastal mountains and offers a fully stocked kitchen, in-house gym, log cabin, ski lift tickets, art gallery passes and a wide variety of training, men

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* Experience working primarily on any of the following: Gameplay, Real-Time Graphics, AI, Audio, Physics, Optimization, SPU Programming, Multiplayer Networking, or Tools
* One or more shipped game titles
* Experience with recent game console technology (Xbox 360, PS3, Wii), especially PS3
* Experience with Unreal Engine technology

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Gaming platforms and game designs place requirements on game software which differ from requirements of other platforms. Most significantly, game software requires large amounts of memory but has a limited amount to work with. Gaming software is also faced with other limitations such as weaker processor caches, weaker CPUs, and non-default memory alignment requirements. A result of this is that game software needs to be careful with its use of memory and the CPU. The C++ standard library's containers, iterators, and algorithms are potentially useful for a variety of game programming needs. However, weaknesses and omissions of the standard library prevent it from being ideal for high performance game software. Foremost among these weaknesses is the allocator model. An extended and partially redesigned replacement (EASTL) for the C++ standard library was implemented at Electronic Arts in order to resolve these weaknesses in a portable and consistent way. This paper describes game software development issues, perceived weaknesses of the current C++ standard, and the design of EASTL as a partial solution for these weaknesses.


The purpose of this document is to explain the motivation and design of EASTL so that it may help the C++ community better understand the needs of game software development. This document is not a proposal, though some of EASTL's changes and extensions could form the basis for such discussions. The large majority of EASTL would be useful to any kind of C++ software development.

This document describes an STL implementation (EASTL) developed within Electronic Arts as an alternative to and extension of the STL defined by the C++ standard library. By STL, we mean the container, iterator, and algorithm components of the C++ standard library, hereafter referred to as std STL (with std referring to the std namespace, whereas the S in STL refers to standard C++). By C++ standard, we mean ISO 14882 (1998) and the 2003 update. The large majority of the design of std STL is excellent and achieves its intended purpose. However, some aspects of it make it hard to use and other aspects prevent it from performing as well as it could. Among game developers the most fundamental weakness is the std allocator design, and it is this weakness that was the largest contributing factor to the creation of EASTL. Secondarily was the lack of std STL containers designed to be memory-friendly. There are additional reasons that will be discussed below.

We hope that those reading this document have an open mind to the idea that std STL may not be ideal for all purposes. Before this document was written, sketches of it were shown to some outside of the game development industry. In some cases we found that there was an initial reaction to dismiss an alternative STL and assume that the somebody must be misunderstanding or misusing the STL. But upon explaining game development and high performance software issues and comparing these to std STL's design and implementation by current vendors, people usually reduce their skepticism. Indeed we have found that those have the most extensive and deep STL experience have been those most enthusiastic about EASTL. We nevertheless have a great respect for the C++ standard library and the great work that has gone into its design and implementation, especially after having gone through the long and difficult process of implementing it.

This document is divided into the following sections. The first section summarizes the motivation for the creation of EASTL and its design; the subsequent sections flow from this.

Throughout this document there are references to the Appendix. The Appendix contains supplementary material which provides more detail about some item of discussion. This material is placed there in order to avoid getting in the way of the primary text, as the material is a bit verbose and is sometimes tangential to the discussion of EASTL. It was nevertheless felt to be important that the Appendix exist in order to provide a better understanding of practical game development issues.

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