Monday, June 30, 2008

Component Object Systems

Lately I've been thinking a lot about component object systems. If you don't know what that is, read the following links:
Entity Systems are the future of MMOG development
I've implemented the basics of this system in C#.
Still trying to figure out how to do messaging most effectively...
and wondering how to make this all work in a multi-threaded environment
(each component = job in worker thread?) and still keep everything predictable.
I just have this gut feeling that component object systems could be mixed with finite state machines, where an object would remove/deactivate or add/activate components based on which state they're in ...
But it would complicate the hell out of any user-interface around it...


  1. Dynamic activation of components can be something very powerful. Why do you think it complicate the user-interface? Game Component System is something data-driven and dynamic...your idea is good for me!

  2. Well i was referring to the user-interface of an editor for all the states and objects. Since the objects would have different components under different circumstances, it would be more abstract and harder to work with (easier to make mistakes).


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