Original Post
Valve's Source engine and the Quake engine both provide the user with a cool looking console system. In a little project of mine, I've decided that it would be helpful to implement a cvar system so that I could do some realtime debugging. So how does one go about designing such a system and not kill his FPS? I'm thinking an std::unordered_map would be cool and all, but then console functions would not really exists.