Original Post
I recently read through 2 articles in GPG5 & 6 that explain the theory, and implementation of a component based game architecture... (quick explaination follows) -------- 100% composition based game objects, no inheritance tree. (an elf "has a" health-component, a location component, a magic component, etc...) Very loose coupling between game objects/components. The only member function that gets called regularly is "Component::ReceiveMessage(msg)" -------- I am completely in LOVE with this architecture. It simplifies SOOO many issues. Inter-object interfaces are simple now, and problems with inheritance trees just vanish. I've proposed this architecture for a couple projects at work now, and everyone who sees it seems to agree that it's great for what we do. Albiet there's some slight performance loss which is a tradeoff for the huge amount of flexibility. ANYWAY... On with the question. I'm looking for more info on/examples of this architecture. Particularly, I'd like an optimal way to handle the message passing between objects (message types or an enum+data). As well as some examples of how people chose to break their game objects up into components. I've waded through 200+ google results without finding much. Anyone out there seen a good component based system that worked well? Or just feel like commenting on the architecture? Post away.