Dive into C++11 - [5] - Game entity management basics
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In this episode we’ll see various ways of implementing entity management in your games, starting with a very simple “one vector per object type“ approach. We’ll consider a “polymorphic inheritance tree“ approach as well, and finish the video by re-implementing our Arkanoid clone with a simple but effective component-based design.
The goal of the episode is showing the thought process behind the design and im
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