title: Using singleton for Resource Manager in C++ game
body: <p>I've been developing a game with my company for a good few years now. However recently we have been improving the <strong>base systems</strong> of our <strong>game</strong> to make future additions easier. One change we did was add <strong>Resource Managers</strong> instead of manually loading in information inside our Screen classes which are essentially <strong>game states</strong>. We decided to implement this as a <strong>singleton</strong>. I however am aware of the controversy in the use of singletons in the programming community.
  I will give an example of how we use our <strong>Font Manager</strong> down bellow. And I would like to know whether in this case a singleton is acceptable or whether you would recommend some other method.</p>
  
  <pre><code>mTextToBeDrawn.setFont(FontManager::GetInstance()-&gt;GetFont("Default"));
  </code></pre>
  
  <p>I am open to all suggestion and I will explain the current <strong>OOP design</strong> in order for a deeper understanding of the system. Every Manager extends from a base class called Manager with generic Add and Remove Methods. The Add and Remove Methods are then implemented in the derived classes. These classes only require one instance ever as the game will only require one State Manager, Font Manager and so forth. So should I use singletons or should I use another method in order to create better code.</p>