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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.

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Overriding component behavior

I use an event driven component system and had this same issue. Basically I subscribe component functions to other component events. For one event I can have x functions subscribed and events are fire …
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1 vote

Component oriented programming for rich RPG world

The whole idea of components is to break the code out into thier own domains. The side effect of doing that is you end up with nice small totally contained components. I look at components as individ …
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1 vote

ECS: AI components and systems

Use a behavior tree instead for sure. Each behavior tree, you make it specific to the "actor". Each actor has the components that it has and since the BT is attached to it, the nodes of the BT will kn …
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