fabs, Weird question: I've been working outside game development for a few years in automotive, but I've not seen, even in our OOP C++ code, the deeply inherited class hierarchies of computer games.
I think the deepest I've seen is three layers. Otherwise, it's all composition.
In games, I saw up to 9 layers of public inheritance in some places.
What kind of depth of inheritance are you aware of in your industry(ies)? Is the 9-layer-deep-hierarchy a game dev oddity?