| In gamedev, using raw pointers is necessary. As a rule, game engines do not use refcounted pointers. This is because whenever you decrement a refcount, you're accessing the cache line in which the refcount resides. This results in thrashing the L1 cache, which translates into at least a 10% drop in performance. This is an unacceptable margin for game engines that fight to stay ahead of the competition. More info on performance loss due to cache thrashing: https://lmax-exchange.github.io/disruptor/ https://lmax-exchange.github.io/disruptor/files/Disruptor-1.... http://martinfowler.com/articles/lmax.html http://mechanical-sympathy.blogspot.com/2011/08/disruptor-20... And http://mechanical-sympathy.blogspot.com/ is great in general. The reason that raw pointer management works in gamedev is because gamedev is closer to crafting than traditional programming. No one will die if a game crashes, and the iteration loop is a tight feedback cycle of code-compile-run code-compile-run. Due to the nature of the entertainment industry, the codebase also loses much of its value within a year of releasing the game, as opposed to traditional software that typically gains value with time, meaning it's more important to get code out the door than to get it right. History is littered with the skeletons of game companies that disregarded this unfortunate truth. |
The more time I've spent understanding and building game engines, the more I see it as an organised network of state-machines managing and working with collections of data.
More often than not, shared state has clear ownership and lifecycle management built into the relevant state-machines. By isolating creation and destruction of resources in the transitional states (load and start a level, open a menu, change to Game Over screen), most of the code can safely reference data from other subsystems without reference counting, under the assumption that references are only valid until a global, shared transition in state.
Imagine a player entity that stores a reference to a model, texture, sound effect, input state, etc... If that data is loaded at the start of the level, and destroyed when the level ends, is there really a need to inc/dec a reference count if an enemy entity shares a sound effect reference?