Component-based designs rely on separating the multiple logical attributes of business objects and game objects into small components dedicated only to specific tasks. Whereas game objects are usually modeled to reproduce the attributes and behavior of "real world" objects by aggregating them ...

learn more… | top users | synonyms

6
votes
2answers
2k views

How are components properly instantiated and used in XNA 4.0?

I am creating a simple input component to hold on to actions and key states, and a short history of the last ten or so states. The idea is that everything that is interested in input will ask this ...
11
votes
1answer
2k views

Register Game Object Components in Game Subsystems? (Component-based Game Object design)

I'm creating a component-based game object system. Some tips: GameObject is simply a list of Components. There are GameSubsystems. For example, rendering, physics etc. Each GameSubsystem contains ...
13
votes
4answers
3k views

How can I design an effective game object interaction scheme with a component-based architecture?

This is a design question... I'm sure this could be generalized more, but I'm having a hard time with it. I am wondering about design for game object interactions - here is my example (2D ...
19
votes
2answers
3k views

Component-Based System online resources

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 ...