Child/Parent structure with different classes in C++
<p>I've decided to make my next game using my own simple engine. I've already written some code for object rendering, physics etc. and now I'm thinking about how to easily connect them together.</p>

<p>I want to make hierarchic structure with one master object, lets call it Scene which will have parent as Sprites or InteractiveObjects and every Sprite or InteractiveObject could have its own child which would have its own child.. I think you already got my point here :)</p>

<p>Let's assume, that every object type will inherit from some base object, let's call it Node for example. I'm not sure yet, if Node will be "real" object which will have its size, position etc. or only abstract wrapper for every object in game (I tend to option two actually).</p>

<p>And finally. My goal is, to have object of actual Scene, call something like Scene->Move(x,y) and it will move every child of Scene (or Sprite, InteractiveObject etc.). Or Scene->Render() and it will render every (renderable) child. If I create Sprite, I want to add child like Sprite->addChild() and child could be another Sprite, InteractiveObject or just simple Node.</p>

<p>And now my question. What's the best way to implement it with C++? Or am I totally wrong and this structure is stupid? :)</p>
