So I'm making this class that is supposed to organize all the dynamic data I'm going to use in my game.

It's basically yet another wrapper for a map wrapper class. Only this time we're going to globalize it and derive subclasses that load in each kind of data when called. I kindof want a centralized database though, so maybe I should instead create a manager inside of the database to manage all the other managers?

It seems redundant to create a manager of managers in the database don't you think? Instead maybe there should be a database for each kind of dataset in the database class? But then again how would that be any different from having multiple global managers. I shouldn't put them in a database for the sake of keeping them local and not global instances.

So then the database will of course load a dataset into each manager. So maybe the best thing to do is keep a container, perhaps a simple vector of manager classes. Therefore I can add a manager via function, as well as remove one.

Then I would have to hardcode the data loading functions, actually, that isn't true! The resource manager is set up to create objects using an initializing variable, which can be fed information via binary or text file.

So then all the functionality of the database can be in a function that loads data from a file, which then uses the proper manager.. wait how will it know? Then I'll just create a resource manager of resource managers to connect a string to each manager. Templates within templates, bwahaha i love oop. To load the files i'll pass it a string to search for a filename that will co ensign with the proper manager.

Problem solved.

Now to write it.

Code:
#ifndef DATABASE_H
#define DATABASE_H

#include "Resource_Manager.h"

class Database
{
	
	
};

#endif