Alternatives to OOP

Except clarity and ease of use. If you have say, a dictionary, there's all kinds of functions that are directly tied to it. It's much easier to do and remember "mydictionary.removeItem("foobar")" than "dictionaryRemoveItem(&mydictionary, "foobar")", especially because a decent editor will show you all the methods when you type that period.

Few people use OOP for inheritance, and when it is used its used sparingly. Just because C++ OOP supports inheritance doesn't mean you have to use it.

I assume you want each tile to be its own object? that's probably unnecessary. Assuming this will be something like C:DDA or DF it would be simpler to just have each tile be a struct containing a few variables (tile type, status, etc) and a vector which can be used to store information about any items or special objects which are on that tile. Since the code which deals with rendering/interacting/etc each tile info is going to be common it doesn't make much sense to make every tile have its own version of it. A 2D vector of the tile structs will make things easier since generating a new tile as the player explores is just a case of adding an element to the appropriate vector.

Stop using java faggot

Except you know, writing code that doesn't have you jump around everywhere to maintain.

C++ has horrible inheritance, avoid using it. Python's inheritance is much nicer.

I use Lua.

Oh shit this is perfect.

Have you tried opening almost any book on OOP.

First of all, that's not an inheritance tree as some have said; it's a call stack. Secondly, you could deconstruct any piece of software in a similar manner if your were trying to shock people with its complexity. To be taken aback or "almost vomiting" means you don't understand contextualization, i.e. you are a no-coder.

Back to /g/ pajeet

Do you know how many callstacks were invoked between your computer and the webserver to make that post? You're like a nigger floating in the ocean who doesn't know what's under his own feet.