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Author Topic: Designing a Component-based system  (Read 7754 times)

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ramaskrik

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Re: Designing a Component-based system
« Reply #15 on: February 08, 2016, 10:00:41 pm »
I see now. Storing std::unique_ptr<sf::Drawable> in RenderComponent sounds good. In that case, however, where should be sf::Sprite located? Does it even need to live, as RenderComponent has a unique_ptr to sf::Drawable?


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Re: Designing a Component-based system
« Reply #16 on: February 10, 2016, 10:55:59 am »
The sprite is stored in the unique pointer, of course.
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