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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?

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2 Answers 2

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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.

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  • \$\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\$
    – CodeSmile
    Sep 23, 2010 at 10:43
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Game objects as sets of components:

http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/
http://gameprogrammingpatterns.com/component.html

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

http://www.acims.arizona.edu/PUBLICATIONS/PDF/JeffPlummerMSthesis_wo_Appendix.pdf

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  • \$\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\$ Sep 29, 2010 at 16:02

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