Thanks for the input.
The base entity class is further inherited to become the various objects my world interacts with, and i have various bools set to say wether an object is interactive, or active at all, i had thought that it would be ok to make a for() loop and cycle through the entities and only apply the logic based on the individual objects relevance to the currently running instance of the class, but i'm guessing what you're suggesting is i have some kind of external class that governs logic and sweeps through my vector and applies logic externally, instead of the entities being in control of their own logic?
I am new at game internal design, this is a design i thought would be ok, but i'm not married to it ![]()

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