Original Post
In the latest GameDeveloper Mag (March 2006), there was an article by Mick West titled "Evolve Your Hierarchy: Refactoring Game Entities With Components" (sorry, I couldn't find an online link). I was wondering what your thoughts/experiences were with the technique outlined. I am becoming increasingly unsatisfied and even disgusted with the typical object hierarchy especially given the codebase we are stuck with using that is a perfect example for many of the problems with typical OOP. I have been pondering off and on about how a component type system might fare and this article fueled my fire to further investigate it. I decided that I will implement it in a small scale for a game system I have just begun working on because it will fit perfectly with how I designed it. As an added bonus, it would be a good way to evaluate if components are worth doing on a large scale (a game-wide replacement of our currently horrible game object hierarchy). Unfortunately, the article was very light on any technical details so any "gotchas" or suggestions on the best direction to proceed would be great.
