Summary
Jason compares performance metrics between the original Crispy Doom (C code) and his C++ port. Surprisingly, the C++ version produces a slightly smaller binary and performs marginally better, despite having additional C++ features like RTTI and exception handling enabled. Jason theorizes that C++'s stricter aliasing rules may give the compiler better optimization opportunities, resulting in fewer branch misses (1.0% vs 1.05%) and slightly higher performance (124 FPS vs 123.4 FPS).
Related C++ Standard Sections
This episode covers topics found in these sections of the C++ standard:
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[c.malloc]40% match