Hi Richard,
Using a good oop design for games is probably as not as hard to write as 
you think. Having one really speeds up game development.
A good example is since STFC was fully oop, audio, input, etc in their 
own classes when I began the rewrite of the Montezuma's Revenge engine 
all I needed to do was drop my STFC audio and input classes in to the 
game and didn't have to rewrite any of that. Just create the objects, 
and call the methods previously written in the classes. Another good 
addition of classes is you can update them without effecting 
compatibility with the other programs.
Like I have updated the audio.cs file to have some extra stuff needed 
for Monty, but I fully plan to take those updates and cross compile them 
in to STFC as those features could be useful, but the class is fully 
backward compatible and has helpful updates.
What it boils down to is a modular design. You can put your headers and 
*.cpp files you use often and put them in a generic engine folder. When 
you start a new game just include those files you need and forget about 
it. Since classes can be inherited you may have some generic base 
classes for creating monsters, player's, etc and can expand upon them by 
inheriting that base class in your new class. Say you have a generic 
Character class that holds data common to every kind of character you 
need. Ok, now we can expand it by making a Jedi class that uses those 
properties like

class Jedi: Character
{

// Put force and light saber info
// in this class,
// and health, location, etc is inherited
// from character.
};


You see how this design quickly speeds up programming time? The 
Character class was written way back when, but you just started out with 
specific Jedi programming by simply including the Character base class 
as your starting point.





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