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whats your opinion?

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Im designing my game''s engine right now. I want to stick to a certain method for all systems and interfaces. However, im worried that my method may not be the most pratical. Heres the basic idea: Basically, I will have a interface for each group of systems (ie. visual, physical, etc). This interfaces will pretty much just have a list of pointers to each class within there group. Now, ultimately, the entity class will have a pointer to each one of these systems and each sub class of the entity can access these interfaces and use whatever class they need from the interfaces. The only problem I can see with this method is memory usages, however, unless you create a new instance of every pointer, it will not really take up to much extra memory. So, what are your opinions on this issue? Is this a practicle method, hell, isn''t it really a common method used? Thanks.

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