Here's a few possibilities:
- The libraries weren't available when the game engine was created. For example PPL first appeared with Visual Studio 2010.
- The libraries may not support all the platforms that the game engine does.
- They may not support the features required for the game (OpenMP certainly falls short there).
- Cost. As far as I can tell, TBB isn't free for commercial use.
Hello all,
Re: cost: for TBB there are several options availalbe in addition to commercial license:
1. Community license (https://software.intel.com/sites/campaigns/nest/): Community Licensing is provided as a Named-User License per our standard end user licensing agreement, without Intel® Premier support, and with no fees, no royalties, and no restrictions on company or project sizes.
2. Open source version (http://www.threadingbuildingblocks.org/): TBB celebrates 10th anniversary of the first release and switching open source license from GPL 2.0 to Apache 2.0 in coming release. Details are available here https://goparallel.sourceforge.net/intels-threading-building-blocks-turn-10-new-advances-follow/
Re "TBB adds more complex functionality": In addition to complex low-level tasking algorithms there are a bunch of high-level algorithms and parallel algorithms design patterns that are available in the TBB's developers' guide online.
If you have any TBB related questions feel free to ask
--Vladimir Polin, Intel TBB developer