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2
votes
1answer
210 views

Collision Shapes Abstraction Design

Straight to the facts. I have a base CEntity class for different entities in my game: Static entities ( those do not move, simply props and items ) Dynamic entities ( these move, jump ) Each of ...
0
votes
1answer
70 views

Interface or Class Inheritance [closed]

I am making an inventory system. Different inventory item will have different uses so i am thinking about making a base class called InventoryItem and derive Wood, Gold, Weapons and so on. This way ...
9
votes
3answers
409 views

Flexible alternatives to many many small polymorphic classes (for use as properties or messages or events) C++

There are two classes in my game that are really useful, but slowly becoming a pain. Message and Property (property is essentially a component). They both derive from a base class and contain a ...
4
votes
4answers
468 views

Inheritance Hierarchy and Design — avoiding multiple inheritance

I am working on a 3D game, and need some advice about how to best design and structure my code so that I achieve what I'm going for without using bad practices like multiple inheritance. Basically ...
0
votes
1answer
747 views

Creating an abstract Animation class

I'm creating a simple 2d game with c++ and SFML, and I've got a simple framework going for animating a sprite using a "SpriteSheet" image (an big image containing all the "frames" of an animation) ...
0
votes
1answer
331 views

Problem creating levels using inherited classes/polymorphism

I'm trying to write my level classes by having a base class that each level class inherits from...The base class uses pure virtual functions. My base class is only going to be used as a vector ...
2
votes
2answers
126 views

How to handle similar actions in derived actors (inheritance)

I have a base class called Attacker that has a update method. The update method moves attacker through an array of waypoints as given below: - (void) update:(ccTime)dt { if(state == kMove) { ...
-6
votes
2answers
665 views

Component-based entities without IDs?

I'd like to know if someone has found a way to build a component-based entity system in their game(s) without using IDs. I find that IDs tend to do away with one of the major (possible) advantages of ...