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Home/ Questions/Q 6180691
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Editorial Team
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Editorial Team
Asked: May 24, 20262026-05-24T00:53:19+00:00 2026-05-24T00:53:19+00:00

I’m building a content storage system for my game engine and I’m looking at

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I’m building a content storage system for my game engine and I’m looking at possible alternatives for storing the data. Since this is a game, it’s obvious that performance is important. Especially considering various entities in the engine will be requesting resources from the data structures of the content manager upon their creation. I’d like to be able to search resources by a name instead of an index number, so a dictionary of some sort would be appropriate.

What are the pros and cons to using an std::map and to creating my own dictionary class based on std::vector? Are there any speed differences (if so, where will performance take a hit? I.e. appending vs. accessing) and is there any point in taking the time to writing my own class?

For some background on what needs to happen:
Writing to the data structures occurs only at one time, when the engine loads. So no writing actually occurs during gameplay. When the engine exits, these data structures are to be cleaned up. Reading from them can occur at any time, whenever an entity is created or a map is swapped. There can be as little as one entity being created at a time, or as many as 20, each needing a variable number of resources. Resource size can also vary depending on the size of the file being read in at the start of the engine, images being the smallest and music being the largest depending on the format (.ogg or .midi).

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  1. Editorial Team
    Editorial Team
    2026-05-24T00:53:20+00:00Added an answer on May 24, 2026 at 12:53 am

    Map: std::map has guaranteed logarithmic lookup complexity. It’s usually implemented by experts and will be of high quality (e.g. exception safety). You can use custom allocators for custom memory requirements.

    Your solution: It’ll be written by you. A vector is for contiguous storage with random access by position, so how will you implement lookup by value? Can you do it with guaranteed logarithmic complexity or better? Do you have specific memory requirements? Are you sure you can implement a the lookup algorithm correctly and efficiently?

    3rd option: If you key type is string (or something that’s expensive to compare), do also consider std::unordered_map, which has constant-time lookup by value in typical situations (but not quite guaranteed).

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