> "I cannot do it because the performance is so flipping terrible in debug mode. Trying to debug your app with optimized code is just a pain."
I've been shipping PC and console games in C++ since 2000. Debug builds have ALWAYS been utterly unusable for us - what we do is run in "release" mode with optimizations, ASSERTs, and debug prints enabled, then when the problem arises, turn off optimizations in a handful of related files and recompile. Then we ship another, "goldmaster" version which strips out the asserts and prints.
I've been shipping PC and console games in C++ since 2000. Debug builds have ALWAYS been utterly unusable for us - what we do is run in "release" mode with optimizations, ASSERTs, and debug prints enabled, then when the problem arises, turn off optimizations in a handful of related files and recompile. Then we ship another, "goldmaster" version which strips out the asserts and prints.