I'm not entirely sure I follow you. In another ( technically unrelated but it's around the same issues ) thread you said
Besides, the game engine doesn't *know* when I want to "Release()" it unless it can get a reference count. So I would be back to the game having to explicitly declare that it was done with the object, so nothing gained.
Not to mention that the game engine needs a real handle, as it's using it to do lots of engine-y things involving fields snd methods.
I want the game to not have to explicitly destroy objects or declare that it's finished with them. I want the game engine to monitor the reference count, and when the only reference it has is the internal one, bin it.
the handle returned by handlefromobject is managed by the GC. internally it calls the BBRETAIN() function which increments the reference counter.
Besides, the game engine doesn't *know* when I want to "Release()" it unless it can get a reference count. So I would be back to the game having to explicitly declare that it was done with the object, so nothing gained.
Not to mention that the game engine needs a real handle, as it's using it to do lots of engine-y things involving fields snd methods.
I want the game to not have to explicitly destroy objects or declare that it's finished with them. I want the game engine to monitor the reference count, and when the only reference it has is the internal one, bin it.