MSVC compiler / linker options to disable unwanted C++ features
I am developing a game from the ground up as a educational platform.
I am developing in C, however, there are SDKs that I would like to use which are C++ only,
e.g GLM for math. NVdia Physx or Bullet SDk for physics.
So I am porting the code to C++, to be able to use these SDKs, but it would be more of C with classes kind of approach.
So no templates, no exceptions, no polymorphism, minimal use of STL, e.g. vector class.
I have no knowledge of compiler optimization.
Just read about the disable exceptions flag, which I am guessing would remove the exceptions handler from the compiled code, thereby removing unwanted bloat, making the exe fast (wild guess)
Would like to know if there other flags / options that I would need to consider to get the maximum performance.
c++
add a comment |
I am developing a game from the ground up as a educational platform.
I am developing in C, however, there are SDKs that I would like to use which are C++ only,
e.g GLM for math. NVdia Physx or Bullet SDk for physics.
So I am porting the code to C++, to be able to use these SDKs, but it would be more of C with classes kind of approach.
So no templates, no exceptions, no polymorphism, minimal use of STL, e.g. vector class.
I have no knowledge of compiler optimization.
Just read about the disable exceptions flag, which I am guessing would remove the exceptions handler from the compiled code, thereby removing unwanted bloat, making the exe fast (wild guess)
Would like to know if there other flags / options that I would need to consider to get the maximum performance.
c++
G++ options would also help
– Nihal Kenkre
Feb 17 at 12:19
add a comment |
I am developing a game from the ground up as a educational platform.
I am developing in C, however, there are SDKs that I would like to use which are C++ only,
e.g GLM for math. NVdia Physx or Bullet SDk for physics.
So I am porting the code to C++, to be able to use these SDKs, but it would be more of C with classes kind of approach.
So no templates, no exceptions, no polymorphism, minimal use of STL, e.g. vector class.
I have no knowledge of compiler optimization.
Just read about the disable exceptions flag, which I am guessing would remove the exceptions handler from the compiled code, thereby removing unwanted bloat, making the exe fast (wild guess)
Would like to know if there other flags / options that I would need to consider to get the maximum performance.
c++
I am developing a game from the ground up as a educational platform.
I am developing in C, however, there are SDKs that I would like to use which are C++ only,
e.g GLM for math. NVdia Physx or Bullet SDk for physics.
So I am porting the code to C++, to be able to use these SDKs, but it would be more of C with classes kind of approach.
So no templates, no exceptions, no polymorphism, minimal use of STL, e.g. vector class.
I have no knowledge of compiler optimization.
Just read about the disable exceptions flag, which I am guessing would remove the exceptions handler from the compiled code, thereby removing unwanted bloat, making the exe fast (wild guess)
Would like to know if there other flags / options that I would need to consider to get the maximum performance.
c++
c++
asked Feb 16 at 23:13
Nihal KenkreNihal Kenkre
11
11
G++ options would also help
– Nihal Kenkre
Feb 17 at 12:19
add a comment |
G++ options would also help
– Nihal Kenkre
Feb 17 at 12:19
G++ options would also help
– Nihal Kenkre
Feb 17 at 12:19
G++ options would also help
– Nihal Kenkre
Feb 17 at 12:19
add a comment |
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G++ options would also help
– Nihal Kenkre
Feb 17 at 12:19