Links: Game-Object Component Architecture
The game-object component architecture seems to be a design technique that’s gaining (or has already gained?) traction in the gaming industry. We’ve implemented a similar design at my daytime workplace with a slant toward simulation training, but until it gets further along I can’t talk about it publicly. Maybe one day I’ll write an article.
Lately I’ve noticed a lot of blogs and threads around the Internet that talk about this architectural approach, so I thought I’d log some of the best links I’ve seen that discuss the design concepts for game-object component designs. I haven’t seen a lot of good implementation discussion online, probably because it can be implemented in a variety of ways, but perhaps anyone looking for more information on this topic will find these links useful:
- Cowboy Programming Blog, “Evolve Your Hierarchy”, by Mick West
- Game Architect Blog, “Game Object Structure”, by Kyle Wilson
- GDC 2002 Powerpoint, “A Data-Driven Game Object System”, by Scott Bilas
While I can’t personally confirm more than a few of the engines out there, it’s my understanding that just about every major game engine commercially available is using this architecture. This makes sense because those engines are trying to focus on gameplay programming and content creation, which this architecture is meant to accomplish.
Filed under: Design