correct pattern to handle a lot of entities in a game

Posted by lezebulon on Game Development See other posts from Game Development or by lezebulon
Published on 2012-11-02T20:05:22Z Indexed on 2012/11/02 23:18 UTC
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In my game I usually have every NPC / items etc being derived from a base class "entity". Then they all basically have a virtual method called "update" that I would class for each entity in my game at every frame. I am assuming that this is a pattern that has a lot of downsides. What are some other ways to manage different "game objects" throughout the game? Are there other well-known patterns for this? My game is a RPG if that changes anything

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