
Zitat von Tom Brinkman <reportbase2007@gmail.com>:
To you. There are many graphics shops that make extensive use of c++ *and* boost.
Not true. Sure, we use C++ around the edges. The actual graphics code is all done in C. There are no popular C++ graphics libraries. Sorry. Its not possible, graphics libraries require hardware acceleartion. Sure there are C++ wrappers around the C libraries that do the acceleration, so you are loosly correct. But the actual graphics code is all done in C.
the (realtime) graphics/gaming industry is notorious for being among the latest adopters when it comes to platform/toolchain. some of this is well-founded because of special requirements like compile-time and efficient debug-builds, but a lot of it is also for reasons I can only speculate resemble the opinion you expressed above. if you want to help boost to better meet the requirements of that industry I'm sure you're welcome to do so. a good starting point would be to read this document by your colleagues at EA about their implementation of STL, intrusive containers and more, specifically tuned towards gaming/realtime graphics: http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html it's from 2007, so it can only be another decade until your industry switches to Windows...I mean, switches to C++.