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I graduated in game development specializing on component based game engines.Right now I’m working with 3 friends at our mobile startup called Modern Alchemists.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.[...] A component model defines specific interaction and composition standards.

Moving Image = translation function draw image function. I’m not going into more detail about FRP for now, you can find more information on my blog or on the internet.

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!

If you still think you want to implement game-object components, ask yourself the following questions: This blog is mostly about small tutorials in Haskell and Yampa FRP for game development.

Game developers like abstract and re-usable game-engines after all.

The following diagram illustrates such a monolithic class hierarchy (adopted from the book ): Game-object components address these issues by reducing game-objects to identifiable containers of components, where each component encapsulates some reusable functionality and automatically communicates with other components.

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