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?
4\$\begingroup\$ I found some more links that may be useful to anyone coming back to this topic: cowboyprogramming.com/2007/01/05/evolve-your-heirachy \$\endgroup\$– DrDethOct 19, 2010 at 23:07
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\$ Sep 23, 2010 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\$ Sep 29, 2010 at 16:02