> The Shapes are kept in a statically allocated array [...] Can’t fail to allocate, can’t be leaked, no fluff. Lovely. The 100 shape limit wasn’t limiting in practice. With very little time to optimize the renderer, the framerate would drop before you even got to 100 shapes.
That's the best example of avoiding premature optimization I've seen in a while.
That's the best example of avoiding premature optimization I've seen in a while.