Comment by samiv
12 hours ago
Yes I don't disagree that sometimes a specific container or a data structure is great for the problem. Problem is that most of the game code and related code (so tooling,editor, auxiliary engine code) does need a typical STL type functionality and then when the org has "omg no STL" blanket rule someone ends up implementing STL and that's almost always worse than the STL that ships with the tool chain. Even worse..it'll be missing features and data structures and then people have to write sub-optimal code to work around it's limitations.
Top tier game orgs are often large enough to have good people write their own library with the correct compromises. They also tend to need micro performance improvements enough to be worth it.
Most of the rest of us STL is good enough.
Yeah, EA open sourced their STL, although now that C++23 is supported (aside from on MSVC? Still not flat_map there?!?) there is some replication in the STL.
Not uncommon for audio companies to also write their own containers and internal STL for ex. plugins as well.