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architecture - Component based game engine design


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Update 2013-01-07: If you want to see a good mix of component-based game engine with the (in my opinion) superior approach of reactive programming take a look at the V-Play engine. It very well integrates QTs QML property binding functionality.

We did some research on CBSE in games at our university and I collected some material over the years:

CBSE in games literature:

  • Game Engine Architecture
  • Game Programming Gems 4: A System for Managin Game Entities Game
  • Game Programming Gems 5: Component Based Object Management
  • Game Programming Gems 5: A Generic Component Library
  • Game Programming Gems 6: Game Object Component System
  • Object-Oriented Game Development
  • Architektur des Kerns einer Game-Engine und Implementierung mit Java (german)

A very good and clean example of a component-based game-engine in C# is the Elephant game framework.

If you really want to know what components are read: Component-based Software Engineering! They define a component as:

A software component is a software element that conforms to a component model and can be independently deployed and composed without modification according to a composition standard.

A component model defines specific interaction and composition standards. A component model implementation is the dedicated set of executable software elements required to support the execution of components that conform to the model.

A software component infrastructure is a set of interacting software components designed to ensure that a software system or subsystem constructed using those components and interfaces will satisfy clearly defined performance specifications.

My opinions after 2 years of experience with CBSE in games thought are that object-oriented programming is simply a dead-end. Remember my warning as you watch your components become smaller and smaller, and more like functions packed in components with a lot of useless overhead. Use functional-reactive programming instead. Also take a look at my fresh blog post (which lead me to this question while writing it :)) about Why I switched from component-based game engine architecture to FRP.

CBSE in games papers:

CBSE in games web-links (sorted by relevancy):


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