Most modern PC, Xbox 360, or PS3 games have very few built-in builds. Modern optimizing compilers do a pretty good job of scheduling commands and register allocation, so increasing performance from writing an inline assembly is rarely worth the effort. Native builds are not even supported for 64-bit code in Visual Studio.
Embedded assembly is important for accessing hardware specific instructions that the compiler will not automatically use. With modern built-in compilers, methods of accessing specific instructions on the hardware are preferred. In games, intrinsics are often used for mathematical heavy code to access vector math application specifications (using SSE on PC or VMX on Xbox 360 / PS3 PPU or SPU instruction set on PSU SPU). Intrinsics are extensions for the platform / compiler that are similar to the usual C / C ++ functions, but directly display individual instructions on the underlying hardware. Documentation for x86 and x64 in Visual Studio can be found on MSDN .
In some games you can still find some really critical bits of code written in the assembly, but in general, entire functions will be written in the assembly, rather than using the built-in assembly bit in C / C ++ code. I have not seen any built-in builds in any PC / Xbox 360 / PS3 games in any of the code that I have been working on for the last 5 years or so.
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