Original Post
Hey, I'm developing a 2D game and I'm using a Game Object class as a base for all objects in the world. With the collision detection, originally the type checking was done hardcoded (i.e. what to and what not to collide with). So, me thinking I'm cleaver have made a generic extension of this game object class and have a loop which reads a STD::List for type checking. However, the iterator seems to crash when theres a lot of objects in the world. I think this may be due to the structure being over worked as it works when there aren't that many objects in the world. What do people think: have a generic glass, or have a hardcoded concrete extension? Or am I going int the wrong direction here? Cheers, Red.