1
vote
1answer
138 views

Using unordered_multimap as entity and component storage

The Setup I've made a few games (more like animations) using the Object Oriented method with base classes for objects that extend them, and objects that extend those, and found I couldn't wrap my ...
4
votes
2answers
421 views

Game state management: the buck doesn't stop “here” soon enough

I realize there are already many Q&As on this site about GameState/GameScreen management, state machines, state stacks, etc. This question is meant as a follow-up: Suppose hypothetically I ...
2
votes
4answers
819 views

How can I have parent-child transform in a component system?

Before when using inheritance, I could draw all my objects using this recursive function: void Object::innerDraw(sf::RenderTarget& target, sf::RenderStates states) { states.transform *= ...