Original Post
I''m building a simple (they all start off simple, don''t they) game engine for a final project at my school. I''m implementing a resource manager for the engine. The way I''m implementing it is the have a base abstract class Node which has other classes(AudioNode, ImageNode) devrived from it. I have a linked list that is used to muve through the data. I''m using the Node class as the class to pint to the next node which makes it that I haveto cast all the nodes into their proper type when I want to use them. THis all is working, but I recently read that preforming casts is an expensive operation. What my question is, is should I keep the current method, make seperate linked lists for all the different classes, or something else?