fabs,
@fabs@mastodon.gamedev.place avatar

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?

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