Original Post
Hi all I guess I'm another fan of the arising game programming paradigm of Component Object Game Systems mentioned in resources such as these: - Scott Bilas' great article "The Continuous World of Dungeon Siege" (which might have started a few things). Unfortunately Scott canceled his old account and hasn't rehosted the article on his new webpage yet: http://scottbilas.com/ - Evolve Your Hierarchy - GameDev Topic: Is the Component Object Model Really Worth it? I want to create a game engine system for simulating multiple old-style pen & paper role playing games. First with text- or just 2D output, eventually with full 3D output. Naturally with physics simulation, a procedural universe, etc. :-) I'm going to need *modularity* in big scoops. That's why I'm diving into the topics of plugins and plugin architectures right now. Continuing this thought, not only putting game objects into a plugin, but entire subsystems of the engine core quickly demands implementing some kind of standards for interfaces with which plugins, subsystems, game objects, renders, etc. communicate. One such standard is Microsoft's COM (Component Object Model). Has anyone ever considered using COM to create a very large and complex game architecture (that should last for a long time)? I don't know anything about COM yet, except that it is an interface standard. Are there any people here who know COM well? What are your thoughts on using COM to create a big game engine architecture? Regards, Mark