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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.What if we want the player movement to behave just a little differently, like being a little random?Do we implement a new Random Mover-component, or do we need a new component,… just to encapsulate the random function into a component?Not only that, but all his friends seemed to have that same look! My eyes opened wider as I watched this extremely beautiful, and mostly naked, (save for a bra and panties and what looked to be a pair of black patent leather high heels) woman standing at the foot of his bed, she slowly swayed back and forth moving her body to some tune that I couldn’t hear. I leaned back a moment and made sure the lens was clean before I brought my eye back to the viewfinder.I gaped as she moved like a trained burlesque dancer, exciting him as well as me with her subtle graceful movements.

In FRP everything is based upon time, thus time should be abstracted away into “time dependent functions” (behaviors).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.A component could be something like: a position, player movement, 3D model, health-points and so on.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?

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Or should the Position-component listen to movement-events?

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