I\'m coding a game engine and I have this class set up for objects:
class SceneManager //controls everything in the \"world\" game
{
public:
void
Since you seem to have a fixed number types, it seems a reasonable approach would be the use of one vector per type and applying the operations separately for each type: processing a sequence of heterogeneous objects will amount to some disruption whether it is using virtual functions are not. Putting the framework of how the respective objects are called into a function template will conveniently deal with the commonality.