I am writing resource management code for a game engine. My resource manager currently is a template class so that it only handles one particular type of resource at a time. That is, I would have a separate resource manager for textures, models, WAVE sounds, music, etc.
Internally the manager uses an std::map to associate pointers to resources with string IDs. I am now considering changing the resource manager to allow multiple types of resource, and just to use a singleton resource manager which accepts any resource type inherited from some (yet to be created) abstract base.
This would be nice, as a singleton resource manager would make it easier to handle resources in a unified manner. However, from the documentation here, std::map::find is
So if I merge 4 or 5 equally sized std::map objects into one, so std::map::size quadruples/quintuples, would this result in a performance drop of the order 10^4 or 10^5?
Sorry for the verbose phrasing, and thanks in advance for any help.