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Check that link: Evolve Your Hierarchy

I'm interested in that kind of game development, and the theory looks nice! But I want taking a look in the source code of some game developed following that methodology. It will be good if it's simplistic (or even educational!), and better if it's coded C++ or C#. Thanks!

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closed as not constructive by Byte56, Maik Semder, michael.bartnett, Josh Petrie, Trevor Powell Jan 12 '13 at 23:32

As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance.If this question can be reworded to fit the rules in the help center, please edit the question.

I think this question will only generate a list of responses, without one being more correct than the next. Making it not a good fit for a QA site. Just look around at some of the entity/component frameworks, many of them have simple example games. i.e. – Byte56 Jan 12 '13 at 19:29
@Byte56 Wow, it's so common to find source code for that kind of game? If needed, can you change that post to community wiki? – Click Ok Jan 12 '13 at 19:33
There are a lot of games that use component based systems, plenty of open source ones too. I don't have the power to create a community wiki, though I don't think this question will qualify. Do a bit of research and you'll find what you need. – Byte56 Jan 12 '13 at 19:39

As Byte56 points out, there are a lot of articles on the web discussing this topic. It's been a highly debated and discussed game developer topic for years now and probably will be for more years to come.

The reason why its still such a hot ticketed concept is because there really isn't a tried and true roadmap that describes how to manage, store, and relate entities and components. Just when you think you have a strategy on how you'll go about it, the next article you read may approach it from an entirely different angle, leaving you proposing some mixin or alternative all together.

My advice is to start small and simple. Don't try to design an Entity Component System with all the bells and whistles, just concentrate on a just a few specific features you want to try and explore. Tweak the design and don't be afraid to rewrite it if needed. Such a system can quickly evolve and as you add more behaviors and features, you'll find the need for more and more bells here and there which often require tweaks or even major changes.

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