correct pattern to handle a lot of entities in a game
- by lezebulon
In my game I usually have every NPC / items etc being derived from a base class "entity".
Then they all basically have a virtual method called "update" that I would class for each entity in my game at every frame.
I am assuming that this is a pattern that has a lot of downsides. What are some other ways to manage different "game objects" throughout the game? Are there other well-known patterns for this?
My game is a RPG if that changes anything