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Rookie OOP question: How to avoid having to pass tons of inputs everywhere

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Hey there, I'm new around these parts, and to the subject of game development itself

Over the summer I'm going to spend some time, trying to write a very basic game engine, using C++. My plan was to build it in such a way, that you have a application class, which contains everything about the game (such as game logic, objects and so on), and an engine class which takes a application object, does stuff with it.

However no matter how I try to organize it, I seem to keep running into the problem, that everything needs to …


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