Original Post
Hello guys, I have a fairly simple question for you guys, but I have not managed to find the answer on the internet anywhere. Has anyone if you succesfully implemented and used a component-based framework in a of your reasonable sized game project? Please bear with me, I'll explain myself. I am talking about a component-based system as described by some of the following links: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/ http://www.gamearchitect.net/Articles/GameObjects1.html http://www.drizzle.com/~scottb/gdc/game-objects_files/frame.htm When you read the pages, it all makes perfect sense. It's also not so difficult to implement a good framework for creating objects, creating components, attaching them to objects and have them communicate with each other. I have opted, as have most people who use this approach it seems, for a message-system to communicate between components. So one component sends (or broadcasts) a message, and other components who are listening pick up the message and respond to it. So far so good... everything still seems to make sense. But when I start to actually USE this system in a game, I get completely stuck. I completely and utterly fail to convert my seasoned inheritance-based thinking to the new paradigm. To make this more concrete, here are some examples I am struggling with: 1. In my game, I am using a quad tree to manage game objects, and to increase performance in expensive operations such as drawing and collision detection. Implementing this in an inheritance system is very straight forward, but I can't find a way to translate this to a component-based system for the life of me. 2. Performing actions on objects in a particular order. For example, I want to draw sprites on screen starting from the one with the lowest z-value up to the sprite with the highest z-value, so that sprites "closer" to the player are drawn on top of previous ones. How to do this neatly and efficiently in a message-based, component-based system, I don't know. I'm sure that anyone who has ever used a component-based system with success must have tackled these problems, since both are pretty much essential tasks in every 2D game. So if you can give me some insight in how to solve these problems, and how to actually USE such a component-based framework in general, it would be greatly appreciated. Thanks!