See how C and C++ still form the core of operating systems, databases, and game engines—through memory control, speed, and low-level access.

“Under the hood” is everything your app depends on but rarely touches directly: operating system kernels, device drivers, database storage engines, networking stacks, runtimes, and performance-critical libraries.
By contrast, what many application developers see day to day is the surface area: frameworks, APIs, managed runtimes, package managers, and cloud services. Those layers are built to be safe and productive—even when they intentionally hide complexity.
Some software components have requirements that are hard to meet without direct control:
C and C++ are still common here because they compile to native code with minimal runtime overhead and give engineers fine-grained control over memory and system calls.
At a high level, you’ll find C and C++ powering:
This article focuses on the mechanics: what these “behind the scenes” components do, why they benefit from native code, and what trade-offs come with that power.
It won’t claim C/C++ are the best choice for every project, and it won’t turn into a language war. The goal is practical understanding of where these languages still earn their keep—and why modern software stacks continue to build on them.
C and C++ are widely used for systems software because they enable “close to the metal” programs: small, fast, and tightly integrated with the OS and hardware.
When C/C++ code is compiled, it becomes machine instructions that the CPU can execute directly. There’s no required runtime translating instructions while the program runs.
That matters for infrastructure components—kernels, database engines, game engines—where even small overheads can compound under load.
Systems software often needs consistent timing, not just good average speed. For example:
C/C++ provide control over CPU usage, memory layout, and data structures, which helps engineers target predictable performance.
Pointers let you work with memory addresses directly. That power can sound intimidating, but it unlocks capabilities that many higher-level languages abstract away:
Used carefully, this level of control can deliver dramatic efficiency gains.
The same freedom is also the risk. Common trade-offs include:
A common approach is to keep the performance-critical core in C/C++, then surround it with safer languages for product features and UX.
The operating system kernel sits closest to the hardware. When your laptop wakes up, your browser opens, or a program asks for more RAM, the kernel is coordinating those requests and deciding what happens next.
At a practical level, kernels handle a few core jobs:
Because these responsibilities sit at the center of the system, kernel code is both performance-sensitive and correctness-sensitive.
Kernel developers need precise control over:
C remains a common “kernel language” because it maps cleanly to machine-level concepts while staying readable and portable across architectures. Many kernels also rely on assembly for the smallest, most hardware-specific parts, with C doing the bulk of the work.
C++ can appear in kernels, but usually in a restricted style (limited runtime features, careful exception policies, and strict rules about allocation). Where it’s used, it’s typically to improve abstraction without giving up control.
Even when the kernel itself is conservative, many nearby components are C/C++:
For more on how drivers bridge software and hardware, see /blog/device-drivers-and-hardware-access.
Device drivers translate between an operating system and physical hardware—network cards, GPUs, SSD controllers, audio devices, and more. When you click “play,” copy a file, or connect to Wi‑Fi, a driver is often the first code that must respond.
Because drivers sit on the hot path for I/O, they’re extremely performance-sensitive. A few extra microseconds per packet or per disk request can add up quickly on busy systems. C and C++ remain common here because they can call OS kernel APIs directly, control memory layout precisely, and run with minimal overhead.
Hardware doesn’t politely “wait its turn.” Devices signal the CPU via interrupts—urgent notifications that something happened (a packet arrived, a transfer finished). Driver code must handle these events quickly and correctly, often under tight timing and threading constraints.
For high throughput, drivers also rely on DMA (Direct Memory Access), where devices read/write system memory without the CPU copying every byte. Setting up DMA typically involves:
These tasks require low-level interfaces: memory-mapped registers, bit flags, and careful ordering of reads/writes. C/C++ make it practical to express this kind of “close to the metal” logic while still being portable across compilers and platforms.
Unlike a normal app, a driver bug can crash the whole system, corrupt data, or open security holes. That risk shapes how driver code is written and reviewed.
Teams reduce danger by using strict coding standards, defensive checks, and layered reviews. Common practices include limiting unsafe pointer use, validating inputs from hardware/firmware, and running static analysis in CI.
Memory management is one of the biggest reasons C and C++ still dominate parts of operating systems, databases, and game engines. It’s also one of the easiest places to create subtle bugs.
At a practical level, memory management includes:
In C, this is often explicit (malloc/free). In C++, it may be explicit (new/delete) or wrapped in safer patterns.
In performance-critical components, manual control can be a feature:
This matters when a database must maintain steady latency or a game engine must hit a frame-time budget.
The same freedom creates classic problems:
These bugs can be subtle because the program may “seem fine” until a specific workload triggers failure.
Modern C++ reduces risk without giving up control:
std::unique_ptr and std::shared_ptr) make ownership explicit and prevent many leaks.Used well, these tools keep C/C++ fast while making memory bugs less likely to reach production.
Modern CPUs aren’t getting dramatically faster per core—they’re getting more cores. That shifts the performance question from “How fast is my code?” to “How well can my code run in parallel without tripping over itself?” C and C++ are popular here because they allow low-level control over threading, synchronization, and memory behavior with very little overhead.
A thread is the unit your program uses to do work; a CPU core is where that work runs. The operating system scheduler maps runnable threads onto available cores, constantly making trade-offs.
Small scheduling details matter in performance-critical code: pausing a thread at the wrong moment can stall a pipeline, create queue backlogs, or produce stop-and-go behavior. For CPU-bound work, keeping active threads roughly aligned with core count often reduces thrashing.
The practical goal isn’t “never lock.” It’s: lock less, lock smarter—keep critical sections small, avoid global locks, and reduce shared mutable state.
Databases and game engines don’t just care about average speed—they care about worst-case pauses. A lock convoy, page fault, or stalled worker can cause visible stutter or a slow query that violates an SLA.
Many high-performance systems rely on:
These patterns aim for steady throughput and consistent latency under pressure.
A database engine isn’t just “storing rows.” It’s a tight loop of CPU and I/O work that runs millions of times per second, where small inefficiencies add up fast. That’s why so many engines and core components are still written largely in C or C++.
When you send SQL, the engine:
Each stage benefits from careful control over memory and CPU time. C/C++ enables fast parsers, fewer allocations during planning, and a lean execution hot path—often with custom data structures designed for the workload.
Under the SQL layer, the storage engine handles the unglamorous but essential details:
C/C++ is a strong fit here because these components rely on predictable memory layout and direct control over I/O boundaries.
Modern performance often depends more on CPU caches than raw CPU speed. With C/C++, developers can pack frequently used fields together, store columns in contiguous arrays, and minimize pointer chasing—patterns that keep data close to the CPU and reduce stalls.
Even in C/C++-heavy databases, higher-level languages often power admin tools, backups, monitoring, migrations, and orchestration. The performance-critical core stays native; the surrounding ecosystem prioritizes iteration speed and usability.
Databases feel instant because they work hard to avoid disk. Even on fast SSDs, reading from storage is orders of magnitude slower than reading from RAM. A database engine written in C or C++ can control every step of that wait—and often avoid it.
Think of data on disk as boxes in a warehouse. Fetching a box (disk read) takes time, so you keep the most-used items on a desk (RAM).
Many databases manage their own buffer pool to predict what should stay hot and avoid fighting with the OS over memory.
Storage isn’t just slow; it’s also unpredictable. Latency spikes, queueing, and random access all add delays. Caching mitigates this by:
C/C++ lets database engines tune details that matter at high throughput: aligned reads, direct I/O vs. buffered I/O, custom eviction policies, and carefully structured in-memory layouts for indexes and log buffers. These choices can reduce copies, avoid contention, and keep CPU caches fed with useful data.
Caching reduces I/O, but increases CPU work. Decompressing pages, computing checksums, encrypting logs, and validating records can become bottlenecks. Because C and C++ offer control over memory access patterns and SIMD-friendly loops, they’re often used to squeeze more work out of each core.
Game engines operate under strict real-time expectations: the player moves the camera, presses a button, and the world must respond immediately. This is measured in frame time, not average throughput.
At 60 FPS, you get about 16.7 ms to produce a frame: simulation, animation, physics, audio mixing, culling, rendering submission, and often streaming assets. At 120 FPS, that budget drops to 8.3 ms. Miss the budget and players perceive it as stutter, input lag, or inconsistent pacing.
This is why C programming and C++ programming remain common in engine cores: predictable performance, low overhead, and fine control over memory and CPU usage.
Most engines use native code for the heavy lifting:
These systems run every frame, so small inefficiencies multiply quickly.
A lot of game performance comes down to tight loops: iterating entities, updating transforms, testing collisions, skinning vertices. C/C++ makes it easier to structure memory for cache efficiency (contiguous arrays, fewer allocations, fewer virtual indirections). Data layout can matter as much as algorithm choice.
Many studios use scripting languages for gameplay logic—quests, UI rules, triggers—because iteration speed matters. The engine core typically remains native, and scripts call into C/C++ systems through bindings. A common pattern: scripts orchestrate; C/C++ executes the expensive parts.
C and C++ don’t just “run”—they’re built into native binaries that match a specific CPU and operating system. That build pipeline is a major reason these languages remain central to operating systems, databases, and game engines.
A typical build has a few stages:
The linker step is where many real-world issues surface: missing symbols, mismatched library versions, or incompatible build settings.
A toolchain is the full set: compiler, linker, standard library, and build tools. For systems software, platform coverage is often decisive:
Teams often choose C/C++ partly because toolchains are mature and available across environments—from embedded devices to servers.
C is commonly treated as the “universal adapter.” Many languages can call C functions via FFI, so teams often put performance-critical logic in a C/C++ library and expose a small API to higher-level code. That’s why Python, Rust, Java, and others frequently wrap existing C/C++ components rather than rewriting them.
C/C++ teams typically measure:
The workflow is consistent: find the bottleneck, confirm with data, then optimize the smallest piece that matters.
C and C++ are still excellent tools—when you’re building software where a few milliseconds, a few bytes, or a specific CPU instruction genuinely matter. They’re not the default best choice for every feature or team.
Pick C/C++ when the component is performance-critical, needs tight memory control, or must integrate closely with the OS or hardware.
Typical fits include:
Choose a higher-level language when the priority is safety, iteration speed, or maintainability at scale.
It’s often smarter to use Rust, Go, Java, C#, Python, or TypeScript when:
In practice, most products are a mix: native libraries for the critical path, and higher-level services and UIs for everything else.
If you’re primarily building web, backend, or mobile features, you often don’t need to write C/C++ to benefit from it—you consume it through your OS, database, runtime, and dependencies. Platforms like Koder.ai lean into that split: you can quickly produce React web apps, Go + PostgreSQL backends, or Flutter mobile apps via a chat-driven workflow, while still integrating native components when needed (for example, calling into an existing C/C++ library through an FFI boundary). This keeps most of the product surface in fast-to-iterate code, without ignoring where native code is the right tool.
Ask these questions before committing: