Original Post
So I'm using boost smart pointers, but I'm concerned about portability issues with my code, so I'm wondering what the best practice is for this. In my engine, I have a smart pointer to my script manager and my high scores table , and I also have functions that return pointers to these 2 assets for different game states to utilize. For example, my MenuState would call g_TheGame->GetHighScoreTable() to access the current high scores. Now since the high scores table is located through a boost pointer, I can't just "return HighScoresTable;" unless the MenuState knows and is able to use a boost pointer as well. First, is this even an issue I need to worry about? It seems like relying on states to know and have access to boost could be a portability issue (or maybe I just don't understand what portability issues are properly). If it is something to worry about, it seems like I would want to return the pointer that the smart pointer is holding, but what is the proper way of doing that? Thanks for any input, Antrim