I can propose some compromise between general single list and separate lists for each object type. Keep reference to one object in multiple lists. These lists are defined by base behaviors. For example, `MarineSoldier` object will be referenced in `PhysicalObjList`, `GraphicalObjList`, `UserControlObjList`, `HumanObjList`. So, when you process physics, you iterate through `PhysicalObjList`, when process damaging from poison - `HumanObjList`, if Soldier dies - remove it from `HumanObjList` but keep in `PhysicalObjList`. To make this mechanism working you need to organize automatic insertion/removing object when it's created/deleted. Advantages of the approach: - typed organization of objects (no `AllObjectsList` with casting on update) - lists are based on logics, not on object classes - no problems with objects with combined abilities (`MegaAirHumanUnderwaterObject` would be inserted into corresponding lists instead of creating new list for its type)