Game Development Stack Exchange is a question and answer site for professional and independent game developers. Join them; it only takes a minute:

Sign up
Here's how it works:
  1. Anybody can ask a question
  2. Anybody can answer
  3. The best answers are voted up and rise to the top

I've been considering moving to a more component-based approach in my games. Does anyone else have any decent reference material or sample implementations that would help make this transition a little easier?

share|improve this question
I found some more links that may be useful to anyone coming back to this topic: – DrDeth Oct 19 '10 at 23:07
up vote 9 down vote accepted

Please check out the links that I put in the bottom of this answer. A good number of them thoroughly answer this question, and I'd rather not duplicate the information here.

In particular, there is a question, "Component based game engine design" which I think directly answers your question.

share|improve this answer
great stuff! FRP sounds interesting, never heard of that before. Probably a fancy name for something I've been using before but not knowing that people decided to call it FRP. :) – LearnCocos2D Sep 23 '10 at 10:43
Thanks Ricket! That was very helpful. – DrDeth Sep 24 '10 at 11:56

Game objects as sets of components:

Game engine as a set of components independently working with shared Data Storage:

share|improve this answer
Great set of links - thanks! – DrDeth Sep 24 '10 at 19:38
The first two links are fantastic! However, that thesis is a little rough with all the "deadwood" text. It's just not in a form that I can view as helpful to its content. – Christopher Horenstein Sep 29 '10 at 16:02

Your Answer


By posting your answer, you agree to the privacy policy and terms of service.

Not the answer you're looking for? Browse other questions tagged or ask your own question.