   Iphone game dev modularzation?
  Hi everyone!  I am coming from a C++ windows dev background and wanted to test out the iphone dev wave using OpenGL ES.  I have a game idea, and have started writing out the design on paper.  The concern of mine is my little experience working with restricted memory and I was wondering if it is standard practice to modularize the game design when developing for the iphone?  I am used to coding object factories, collision managers, etc and I was hoping I could get recommendations from those more experienced in this area.  I would love to hear what you have to say.  Thanks in advance for your help!   
  Xcode supports the full C++ standard, so all the STL libraries work on it and from working with the iPhone, it's more than adequate for any type of high-level advance C++ code you write. The slowest part will be the rendering by far, well depending on what kind of game you're making :DCheckout some free engines, to see what the iPhone can do :http://www.oolongengine.com/Also download the various iPhone samples from Apple, they contain alot of useful code to look at, unfortuately its mostly in Objective C.Good Luck!-ddn   ;  ddn3 I can't thank you enough for the response!  Just what I was hoping to hear!  Thanks also for the link...going to go check it out now.  You've been a great help.   ;  Apps have 24 mb available on iPhone, but you would need to have a fairly complex 3d game before you hit that limit. Textures are what chew up most memory, so you should be using compressed textures for everything.   ;  Thanks captainfreedom for the info.  That is a great tidbit of knowledge.  I usually run all my graphics through Photoshops optimization befor I use them and get surprising results.  Thanks again!   