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sebas
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I love Component based frameworks. For a long while I looked for a way to uncouple the logic from the data from the graphic. I tried to apply MVVM patterns to game entities but really it did not work. Eventually I wrote my entity based framework and everything became simple and smooth! The main rule is too keep it simple. The second rule is to reduce the flexibility as much as you can. Giving more options to the user is confusing. You should design the as perfect as possible way to solve problems and assume that that way is enough.

Component based frameworks promote composition over inheritance by definition. Initially I thought to let the user inherit from Entity and define his own Entity, eventually I realized that that was a redundant option. Now the user can only define components.

My last advice is to let the user inject dependencies through component constructor. In this way it will be also simple let entities communicate each other.

The definition of the behaviors of the component through interface is more or less what I have done as well and I find it a very good idea.

Edit: About the system, yeah I called them Engines in my framework. They are a good idea as well, solve part of the communication problems, so no, they should not be removed.

I love Component based frameworks. For a long while I looked for a way to uncouple the logic from the data from the graphic. I tried to apply MVVM patterns to game entities but really it did not work. Eventually I wrote my entity based framework and everything became simple and smooth! The main rule is too keep it simple. The second rule is to reduce the flexibility as much as you can. Giving more options to the user is confusing. You should design the as perfect as possible way to solve problems and assume that that way is enough.

Component based frameworks promote composition over inheritance by definition. Initially I thought to let the user inherit from Entity and define his own Entity, eventually I realized that that was a redundant option. Now the user can only define components.

My last advice is to let the user inject dependencies through component constructor. In this way it will be also simple let entities communicate each other.

The definition of the behaviors of the component through interface is more or less what I have done as well and I find it a very good idea.

Edit: About the system, yeah I called them Engines in my framework. They are a good idea as well, solve part of the communication problems.

I love Component based frameworks. For a long while I looked for a way to uncouple the logic from the data from the graphic. I tried to apply MVVM patterns to game entities but really it did not work. Eventually I wrote my entity based framework and everything became simple and smooth! The main rule is too keep it simple. The second rule is to reduce the flexibility as much as you can. Giving more options to the user is confusing. You should design the as perfect as possible way to solve problems and assume that that way is enough.

Component based frameworks promote composition over inheritance by definition. Initially I thought to let the user inherit from Entity and define his own Entity, eventually I realized that that was a redundant option. Now the user can only define components.

My last advice is to let the user inject dependencies through component constructor. In this way it will be also simple let entities communicate each other.

The definition of the behaviors of the component through interface is more or less what I have done as well and I find it a very good idea.

Edit: About the system, yeah I called them Engines in my framework. They are a good idea as well, solve part of the communication problems, so no, they should not be removed.

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sebas
  • 490
  • 2
  • 7

I love Component based frameworks. For a long while I looked for a way to uncouple the logic from the data from the graphic. I tried to apply MVVM patterns to game entities but really it did not work. Eventually I wrote my entity based framework and everything became simple and smooth! The main rule is too keep it simple. The second rule is to reduce the flexibility as much as you can. Giving more options to the user is confusing. You should design the as perfect as possible way to solve problems and assume that that way is enough.

Component based frameworks promote composition over inheritance by definition. Initially I thought to let the user inherit from Entity and define his own Entity, eventually I realized that that was a redundant option. Now the user can only define components.

My last advice is to let the user inject dependencies through component constructor. In this way it will be also simple let entities communicate each other.

The definition of the behaviors of the component through interface is more or less what I have done as well and I find it a very good idea.

Edit: About the system, yeah I called them Engines in my framework. They are a good idea as well, solve part of the communication problems.

I love Component based frameworks. For a long while I looked for a way to uncouple the logic from the data from the graphic. I tried to apply MVVM patterns to game entities but really it did not work. Eventually I wrote my entity based framework and everything became simple and smooth! The main rule is too keep it simple. The second rule is to reduce the flexibility as much as you can. Giving more options to the user is confusing. You should design the as perfect as possible way to solve problems and assume that that way is enough.

Component based frameworks promote composition over inheritance by definition. Initially I thought to let the user inherit from Entity and define his own Entity, eventually I realized that that was a redundant option. Now the user can only define components.

My last advice is to let the user inject dependencies through component constructor. In this way it will be also simple let entities communicate each other.

The definition of the behaviors of the component through interface is more or less what I have done as well and I find it a very good idea.

I love Component based frameworks. For a long while I looked for a way to uncouple the logic from the data from the graphic. I tried to apply MVVM patterns to game entities but really it did not work. Eventually I wrote my entity based framework and everything became simple and smooth! The main rule is too keep it simple. The second rule is to reduce the flexibility as much as you can. Giving more options to the user is confusing. You should design the as perfect as possible way to solve problems and assume that that way is enough.

Component based frameworks promote composition over inheritance by definition. Initially I thought to let the user inherit from Entity and define his own Entity, eventually I realized that that was a redundant option. Now the user can only define components.

My last advice is to let the user inject dependencies through component constructor. In this way it will be also simple let entities communicate each other.

The definition of the behaviors of the component through interface is more or less what I have done as well and I find it a very good idea.

Edit: About the system, yeah I called them Engines in my framework. They are a good idea as well, solve part of the communication problems.

Source Link
sebas
  • 490
  • 2
  • 7

I love Component based frameworks. For a long while I looked for a way to uncouple the logic from the data from the graphic. I tried to apply MVVM patterns to game entities but really it did not work. Eventually I wrote my entity based framework and everything became simple and smooth! The main rule is too keep it simple. The second rule is to reduce the flexibility as much as you can. Giving more options to the user is confusing. You should design the as perfect as possible way to solve problems and assume that that way is enough.

Component based frameworks promote composition over inheritance by definition. Initially I thought to let the user inherit from Entity and define his own Entity, eventually I realized that that was a redundant option. Now the user can only define components.

My last advice is to let the user inject dependencies through component constructor. In this way it will be also simple let entities communicate each other.

The definition of the behaviors of the component through interface is more or less what I have done as well and I find it a very good idea.