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I think the component-based game engine literature mixes-up “combining existing functionality to define game-specific logic” (= reusing functionality) and “automatic communication within unknown game-objects” (= dynamic functionality).
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And how does this fit into the automatic Position-Mover-communication?
In the book 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.
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I’m arguing that game-objects are always game-specific but with time-dependent functions you just have to combine the existing functionality in the right way for every specific game-object.
For example, let the movement of a game-object by calculated by: the initial position some translation over time from user-input a random factor … You may then compose the movement behavior into more complex behaviors (or complete game-objects if you like) in every way you can imagine: A movable, static image game-object? Moving Animation = same translation function draw animation function. Static Animation = position draw animation function.
A pure mathematical function is the most isolated, self-existing and reusable component you can get, as it depends (and only depends! There is no need the encapsulate a function into a component…
which is then managed by a component container (game-object) and defines a lot of messages and events to get the data to the right point.
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Even with components you define the player game-object specifically at some point: Player = Position Component Visual Component Input Component.