I have a game where I shoot bullets at an object and I delete the object that gets hit by the bullet and bullet that are off screen as well.

For example:

```
std::vector<object> object_list;
for(size_t i = 0; i < object_list.size(); i++)
{

    if(object_list[i].hit())
    {
        object_list.erase(object_list.begin() + i);
    }
    else
        object_list[i].draw();
}

```

The problem with this is that when i remove an object, the size of the vector decreases so when it check the conditions, it fails and i get an error such as " vector subscript out of range." I could just choose not to render the asteroid by rendering those that haven't been hit, but the problem with that is that the no. of objects increases when hit(splits up) so eventually the program is going to get slower. I've used a similar concept for the off screen bullets but I can't find a way around it. I'm looking for a solution to this or better way of removing elements.

Both object and bullet are classes.