Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 3999186
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 20, 20262026-05-20T07:37:28+00:00 2026-05-20T07:37:28+00:00

I’m making a game right now and pretty much everything has its own class.

  • 0

I’m making a game right now and pretty much everything has its own class. The main classes I feel that I have a problem with are my ‘Level’ and ‘Object’ class. The level class contains images to every image in the level, and the Object class contains the image for each object on the screen(an object is pretty much anything: your player, an enemy, an item, etc).

The way I have it right now is that the Object class has an Image and when you create a new object, you load a new image into it. So lets say you have two enemies that use the same image, both instances of the object will separately load the image and I’ll have two of the same images in memory. This seems like a really bad idea and later when my game gets more complicated it will slow it down a lot.

So what I was thinking about doing is having something like a Resource Manager class that would hold all of the images, and than each object would just ask the resource manager for the image it needs. That way it would only store each image once and save some space.

I could probably easily do this with a static variable in the Object class, but since the Level class also needs to use images it would also need access to the Resource Manager. Would it be best to send a pointer to a resource manager to each instance of an object/level(or any other class I later make that would need it) and access it that way? Or would there be a better way to do this?

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-20T07:37:28+00:00Added an answer on May 20, 2026 at 7:37 am

    You should usually avoid “making variables accessible from anywhere” – see here for why.

    In your case, that means it’s a bad idea to make the ResourceManager accessible from everywhere. I suggest you do as you say in the post – have every game object keep a pointer to the resource manager.

    In the future it may turn out your game objects need to know about other core objects as well. For example your game object may need to call methods on a central game state. Then it makes sense to create a core class like this:

    class Core {  
       public:
       ...
       ResourceManager& resourceManager();
       GameState& currentGame();
       // and so on
    };
    

    And your base GameObject class keep a pointer to just the core. Then you can create game objects like this:

    Core core; // performs some initialization
    core.startGame();
    Enemy enemy(&core); // it's easy to pass the core to the game object
    

    Have the base GameObject class require a Core& in its constructor, and provide a protected Core& GameObject::core() function.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

That's pretty much it. I'm using Nokogiri to scrape a web page what has
this is what i have right now Drawing an RSS feed into the php,
I'm parsing an RSS feed that has an ’ in it. SimpleXML turns this
link Im having trouble converting the html entites into html characters, (&# 8217;) i
I want to count how many characters a certain string has in PHP, but
I'm making a simple page using Google Maps API 3. My first. One marker
Seemingly simple, but I cannot find anything relevant on the web. What is the
Does anyone know how can I replace this 2 symbol below from the string
I'm trying to decode HTML entries from here NYTimes.com and I cannot figure out
I have just tried to save a simple *.rtf file with some websites and

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.