Original Post
Okay, so I started working on a simple game using SDL today. It's aimed to be 2D, and I don't plan on making it very big. I just want my very first WHOLE game. LoL. =P Anyhow, I was thinking about different ways about handling rendering the scene, input, etc. Right now, I'm working on rendering. I currently have a window class, 'CAppWindow', and a basic sprite class, 'CSprite', and a 'CRenderer' class. Now, I was wondering if having a "renderer" class was a good idea. Instead of drawing each object in the "Render()" function, I just call "g_Renderer.Render()". In the "CRenderer" class, just for sprites right now, I have a vector, "std::vector m_pSprites", that holds sprites. There are also two other functions, "AddSprite(CSprite *pSprite)" and "RemoveSprite(std::string sName)", add a sprite to the vector object, and remove a sprite from the vector object. When I call "CRenderer::Render()", it draws each sprite object in the vector to the screen. Is this a good idea? Or should I take another approach. I've never really REALLY tried to make a game. So I'm trying to get others' opinions on this. I hope this is enough information. I figured a renderer class would be alright, since I don't have more than intermediate experience in game development. If you need anymore information please let me know. Thanks in advance, Matt U.