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Component-based software engineering can still be applied in this environment on higher level, like the communication between subsystems or game-objects, but not on the level of game-object functionality level!
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.
For the communication of components in our engine we used messages, events or let them directly search for components implementing a specified interface, which is illustrated in the following diagram: In component-based architecture we were mostly concerned about the component intercommunication, like the player movement for example: Should the Mover-component manipulate the position directly or send movement-messages?
Or should the Position-component listen to movement-events?