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?


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.

  • \$\begingroup\$ 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. :) \$\endgroup\$ – LearnCocos2D Sep 23 '10 at 10:43

Game objects as sets of components:


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


  • \$\begingroup\$ 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. \$\endgroup\$ – Christopher Horenstein Sep 29 '10 at 16:02

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