GameObject();
virtual ~GameObject();
- /** returns the name of the objecttype, this is mainly usefull for the editor.
- * For the coding part you should use C++ RTTI (ie. typeid and dynamic_cast)
- * instead.
- */
- virtual std::string type() const = 0;
/** This function is called once per frame and allows the object to update
* it's state. The elapsed_time is the time since the last frame and should be
* the base for all timed things.