I’ve uploaded part 5 of Dive into C++11 on my YouTube channel.
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 improvement of an entity management system.
Enjoy!