Let us say that I have a simple architecture, and I have implemented event-based communication between the objects and the components. In this architecture,
GameObjects, and the
GameObjects have reference to Game and Components have reference to the GameObject.
There is no shared interface between these objects. Is it worth making an interface to implement
ReceiveMessage(), and then only store these interface pointers?
For example, should I store
Component pointers in a
GameObject, or I should make an
EventListener interface with
ReceiveMessage(), and store
EventListener pointers? I think this is a good way to force modularity, but maybe I am over complicating it.