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Enforce correct Filament object creation and destruction lifecycles.
Passed 22 of 22 test cases with the skill, and 19 of 22 without it.
and 1 more in the full report
3 fixed19 passed either way0 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 3 test cases the skill fixed. Same model, same prompt, with and without the skill.
When completely tearing down an entity that has renderable and transform components attached in Filament, does calling engine->getEntityManager().destroy(entity) first automatically clean up the components, or is a specific sequence required?
| Checked | Without skill | With skill |
|---|---|---|
| Specifies calling engine->destroy(entity) prior to calling engine->getEntityManager().destroy(entity). | Missed | Passed |
The instructions your model reads when the skill loads.
Filament manages its own native allocations. To prevent segmentation faults and memory leaks, follow these rules:
EntityManager directly from the Engine instance:
utils::EntityManager& em = engine->getEntityManager();Engine pointer is inaccessible:
utils::EntityManager& em = utils::EntityManager::get();utils::Entity entity = engine->getEntityManager().create();engine->getEntityManager().destroy(entity);RenderableManager::Builder or LightManager::Builder on the entity:
RenderableManager::Builder(1)
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, vb, ib)
.material(0, matInstance)
.build(*engine, entity);
Camera* camera = engine->createCamera(entity);engine->destroy(entity);
Second, free the Entity ID:
engine->getEntityManager().destroy(entity);
// Correct Entity Cleanup
engine->destroy(myEntity);
engine->getEntityManager().destroy(myEntity);
test cases passed, vs 19 / 22 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.