In this episode we'll see various ways of implementing entity management in your games, starting with a very simple "one vector per object type" approach. We'll consider a "polymorphic inheritance tree" approach as well, and finish the video by re-implementing our Arkanoid clone with a simple but effective component-based design.
The goal of the episode is showing the thought process behind the design and improvement of an entity management system.
The intended audience for this tutorial/screencast are people who have some experience with C++ in general, and who watched the previous episodes. This episode also teaches the basics of polymorphism and component-based design.
I greatly appreciate comments and criticism, and ideas for future videos/tutorials.
Feel free to fork the game's source code at https://github.com/SuperV1234/Tutorials
and expand upon it: I may feature the best forks in a future video, if people enjoy the idea.