From: "Paul Cechner" Newsgroups: comp.os.msdos.djgpp Subject: timing mechanism Lines: 23 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2615.200 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2615.200 Message-ID: Date: Wed, 10 May 2000 10:22:47 +0800 NNTP-Posting-Host: 203.24.93.65 X-Complaints-To: abuse AT telstra DOT net X-Trace: nsw.nnrp.telstra.net 957925214 203.24.93.65 (Wed, 10 May 2000 12:20:14 EST) NNTP-Posting-Date: Wed, 10 May 2000 12:20:14 EST Organization: Customer of Telstra Big Pond Direct To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Reply-To: djgpp AT delorie DOT com Im not sure if this is off topic, because i dont really know if its c++ specific or not... so please, minimal flaming .. :P i am creating a program that will require a controller of many (possibly hundreds) of objects in a real time simulation environment. The problem comes when i consider a controling mechanism... is the best solution to have these things all in a large collection and call their animate methods (if they all extended some animatable interface) from some world-controlling class?? i was just wondering what the normal method for this sort of thing was... thanx for your help -- ---------------------- Paul Cechner