Comment by ovao

9 months ago

If you’re referring to game dev specifically, there have been (and continue to be) concerns around the weight of C++ exception handling, which is deeply-embedded in the STL. This proliferated in libraries like the EASTL. C++ itself however is intended to have as many zero-cost abstractions as possible/reasonable.

The cost of exception handling is less of a concern these days though.

Exception handling is easy enough to disable. Luckily, or C would probably still be the game developers go to.