How can I refactor my code to use fewer singletons?

Posted by fish on Game Development See other posts from Game Development or by fish
Published on 2012-11-04T14:17:25Z Indexed on 2012/11/04 17:17 UTC
Read the original article Hit count: 135

I started a component based, networked game (so far only working on the server). I know why singletons can be bad, but I can't think of another way to implement the same thing. So far I have:

  • A GameState singleton (for managing the global state of the game, i.e. pre-game, running, exiting).

  • A World singleton, which is the root entity for my entity graph

  • An EntityFactory

  • A ComponentFactory

  • I'm thinking about adding a "MessageDispatcher" so individual components can subscribe to network messages.

The factories do not have state, so I suppose they aren't so bad. However, the others do have global state, which is asking for trouble. How can I refactor my code so it uses fewer singletons?

© Game Development or respective owner

Related posts about c++

Related posts about architecture