How do I decide whether to use a struct or a class for my game’s data model in C++?

Struct vs Class: Choosing the Right Data Model in C++

Fundamentals of Structs and Classes

In C++, both struct and class can have public, protected, and private members, can utilize inheritance, and can contain member functions. However, they serve different purposes in practice.

When to Use Structs

  • Plain Old Data (POD): Use structs when you need simple data structures that do not require complex behaviors or functions. They are ideal for storing related data without any additional functionality.
  • Memory Layout: Since structs are often used for POD, their memory layout is more predictable, making them suitable for game development scenarios where memory alignment and performance are crucial.
  • No Memory Management: Generally, avoid using pointers with structs. They should be self-contained without dynamic memory management to ensure simplicity and efficiency.

When to Use Classes

  • Encapsulation and Abstraction: Classes are preferred when you need to encapsulate data with behavior. They allow you to hide internal states and provide public interfaces for manipulation.
  • Inheritance: Use classes if you require inheritance, polymorphism, or virtual functions. This facilitates code reuse and the design of complex object behaviors.
  • Data with Behavior: Classes are suitable for objects that operate on their data, such as game entities or complex game logic components.

Considerations for Game Data Models

In game development, especially with C++, the choice between structs and classes can significantly impact performance:

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  • Performance: Structs, due to their simplicity and straightforward memory layout, might be more performant in tight loops and frequently updated structures, such as physics calculations
  • Maintaining Code: While classes provide more features like constructors and destructors, they require careful management. Use classes for entities where encapsulation is beneficial, such as player characters or AI systems.
Aspect Struct Class
Data Complexity Simple, related data Complex data with behavior
Memory Management No dynamic memory Support dynamic memory
Inheritance Limited Full support

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