Original Post
I can't think of a good structure for the entity class. "Entity" is the name I used in my code for an object that "thinks" once each time the game loop goes around. This is what I have right now: I've rewritten this a few different ways, and I am still not happy with it. Any suggestions?
class EntityList
{
public:
friend class Entity;
void Think( double time );
private:
System::List m_list;
};
class Entity
{
public:
friend class EntityList;
Entity( EntityList * entity_list );
~Entity( );
virtual void Think( double time ) = 0;
private:
System::List * m_entity_list;
System::Node * m_entity_node;
};