How do I implement the visitor pattern in game engines with C++?

Implementing the Visitor Pattern in Game Engines with C++

The Visitor Pattern is a design pattern that allows you to separate an algorithm from the objects on which it operates. This is particularly useful in game engines for handling various types of game objects in a flexible manner without modifying their classes.
visitor pattern, design pattern, game engines, C++, algorithm separation, object handling
// Visitor interface class IVisitor { public: virtual void visit(class Player& player) = 0; virtual void visit(class Enemy& enemy) = 0; }; // Game objects class GameObject { public: virtual void accept(IVisitor& visitor) = 0; }; class Player : public GameObject { public: void accept(IVisitor& visitor) override { visitor.visit(*this); } }; class Enemy : public GameObject { public: void accept(IVisitor& visitor) override { visitor.visit(*this); } }; // Concrete Visitor class DamageCalculator : public IVisitor { public: void visit(Player& player) override { // Calculate damage for player std::cout << "Calculating damage for player" << std::endl; } void visit(Enemy& enemy) override { // Calculate damage for enemy std::cout << "Calculating damage for enemy" << std::endl; } }; // Usage int main() { Player player; Enemy enemy; DamageCalculator damageCalculator; player.accept(damageCalculator); enemy.accept(damageCalculator); return 0; }

visitor pattern design pattern game engines C++ algorithm separation object handling