Skip to main content
Search type Search syntax
Tags [tag]
Exact "words here"
Author user:1234
user:me (yours)
Score score:3 (3+)
score:0 (none)
Answers answers:3 (3+)
answers:0 (none)
isaccepted:yes
hasaccepted:no
inquestion:1234
Views views:250
Code code:"if (foo != bar)"
Sections title:apples
body:"apples oranges"
URL url:"*.example.com"
Saves in:saves
Status closed:yes
duplicate:no
migrated:no
wiki:no
Types is:question
is:answer
Exclude -[tag]
-apples
For more details on advanced search visit our help page
Results tagged with
Search options not deleted user 15899

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 together and allowing specialized objects to inherit from general ones, component based design relies on composition rather than inheritance.

0 votes

The reasons behind Unity3D engine design (game object/transform component)

The TransformComponent is the most difficult Component to properly design in video game architecture. Almost every other Component needs to know about a given GameObject's position, rotation, or scal …
Alex's user avatar
  • 205
4 votes
2 answers
305 views

How can I store a set of concrete components and implement "GetComponent<T>()?"

I would like an abstract class, AbstractComponentAggregate, which has many AbstractComponents. Users of my framework will create their components by extending AbstractComponent and appending the comp …
Alex's user avatar
  • 205
5 votes
1 answer
310 views

Dynamic Components

I am attempting to design a component-based architecture that allows Components to be dynamically enabled and disabled, much like the system employed by Unity3D. For example, all Components are impli …
Alex's user avatar
  • 205
1 vote
1 answer
6k views

GameObject and Components

I am creating a relatively simple game engine in C++ and Qt. I am using Irrlicht for graphics, and as of now, I will not be using any physics or audio libraries. For time's sake, I am using Irrlicht …
Alex's user avatar
  • 205