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Is there a more elegent/flexible way to implement a Frame or Screen type class that has the ability to handle its own state without having to mix rendering and logic? Would it be fine to implement the array of screens in the Engine and call their logic and Rendering separate?
The other thing i am curious about is, where is it that most game engines store the bulk of game data? In my game i was planning to put the game date in the engine class so all subclasses can be passed a pointer to the game data. Is this the most efficient way of doing this? I have heard quite often that most games use singleton instances for subsystems, is this the best way to declare subsystems and is this the best place to store a game data manager class?
Thanyou for your time
-Ryan