Original Post
I've been told that in games programming, a lot of OO principles such as encapsulation are mercilessly ignored in favour of having things run as fast as possible? Is there any truth to this and to what extent can you get away with bending the rules? I've been reading Scott Meyers' Effective C++ (3rd Ed.) and a lot of the tips in there, although they make for rock-stable code and ease of use for others using anything you write it does strike me as adding a lot of extra overhead when you're stretching computing power to the limit.