Hey guys, I wanted to get some insight on how you guys handle object referencing in c++. Currently I have a base class called
CObject, and two helper classes , CObjectPtr and TObjectPtr. CObjectPtr and TObjectPtr currently act as reference count modifiers. When I assign a CObjectPtr/TObjectPtr to an object, it increases the reference count, and I can release , or assign it to null, at any point. I know some engines like UE4 and REDEngine use a garbage collector, while CryEngine/Lumberyard use a handle system. Do you think that a garbage collector is worth implementing, or is a simple smart_ptr implementation enough?