gametechdev / gts-gamestaskscheduler Goto Github PK
View Code? Open in Web Editor NEWA task scheduling framework designed for the needs of game developers.
License: MIT License
A task scheduling framework designed for the needs of game developers.
License: MIT License
Can someone explain what the difference is between GTS and TBB flow graph?
When would a developer choose this vs TBB?
Thanks!
Hi :)
Thank you for sharing this library.
Maybe I'm missing something, but it looks like emplaced data for tasks never get their destructors called. This causes memory leaks or, even worse issues if destructors are used for important logic. As the code calls constructors for the data, I was assuming the same will happen with destructors.
If it's designed to avoid handling destructors, maybe addition of a static assert with std::is_trivially_destructible would help to avoid issues.
If it is a bug or missing code, I think it should be possible to store the data with an additional pointer to a destructor function to resolve the ambiguity of the type, or add a new interface to explicitly call the destructor and an assert to guard when this call is missing for types with non trivial destructors.
After some quick changes in my code, both approach are working fine here.
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