This confuses me. If I have something like this:
class World
{ // the world - singleton
protected:
std::list< worldobject > liveobjects;
std::list< worldobject > limboobjects;
};
Would time be encapsulated into a worldobject timeflow, for all other objects to interpret? Or be an exclusive world member that acts as a surrogate for all objects? Or should time be contained within gamelogic, so neither the objects nor the world are in control of their own time perception?
void TimePerceptionMultiplier( float multiplier );
void TimeStop( void );
void TimeStep( void );
void TimeJump( float interval ); };
Or should there be a ITime interface that gamelogic, world, and worldobjects bolt-on for time perception? Any advice would be appreciated.
Edit: widescreen formatting issues
[edited by - mdleadg on November 29, 2003 3:03:15 PM]