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[...] A component model defines specific interaction and composition standards.What if we want the player movement to behave just a little differently, like being a little random?Do we implement a new Random Mover-component, or do we need a new component,… just to encapsulate the random function into a component?

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In the book A software component is a software element that conforms to a component model and can be independently deployed and composed without modification according to a composition standard.I believe that every project is a partnership between me and my client, and Im fully committed to jointly develop a clean and elegant product.Please be sure to check my work in the portfolio section. The following diagram illustrates such a monolithic class hierarchy (adopted from the book ): Game-object components address these issues by reducing game-objects to identifiable containers of components, where each component encapsulates some reusable functionality and automatically communicates with other components.A component could be something like: a position, player movement, 3D model, health-points and so on.

For the communication of components in our engine we used messages, events or let them directly search for components implementing a specified interface, which is illustrated in the following diagram: In component-based architecture we were mostly concerned about the component intercommunication, like the player movement for example: Should the Mover-component manipulate the position directly or send movement-messages?Or should the Position-component listen to movement-events?Components have become pretty popular these days and I’d like to share some issues we had with them in our game projects.I was experimenting with component-based game engine architectures for 2 years and eventually stumbled upon (OOP) viewpoint to why I think FRP helps to write more reusable code.The argument for component-based game-engines usually starts like this: Game-objects should be represented like objects in reality but as the project progresses however, class hierarchies become more and more complex and thus should be split into small, reusable components.Game developers like abstract and re-usable game-engines after all.