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25Jun/103

Video: Simple Component Model

This video is a 'program as I go' recording of creating a simple component system.

There wasn't really a design being followed so it may not be the most obvious implementation (or even very good). So I make no claim to it being the best or fastest way either.

You will need silverlight to view the video.

Simple Component System

About CorporalX

Professional XNA/.NET developer.
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  1. Hi there

    This may be a stupid question but I new at making games and Im wondering what a system like this can actually be used for?

    What kind of design problem does it solve?
    Is it necessary to use such a system?

  2. The main advantage is to avoid massively redundant intermediates in a class hierarchy.

    For example: Toy -> BouncyBall and Toy -> BeachBall promotes the inclusion of a generic Ball so Toy->Ball>BouncyBall. Then along comes a rugy ball, which doesnt really share the Ball common properties so another class is added, and so on.

    Another advantage is that types of components can a parallelize data in a much more organized way, as there is no class hierarchy to traverse in order to grab the data from objects.

  3. As Tom Hanks so beautifully puts it in BIG: I don’t get it!

    Or maybe I’m just not on that level yet. But thanks for trying to explain.


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