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.
July 29th, 2010 - 20:28
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?
July 30th, 2010 - 10:31
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.
July 30th, 2010 - 10:59
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.