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November 4, 2009

Inheritance-based vs. component-based game engine architectures

Filed under: Uncategorized — Tags: — michaelneuhold @ 3:20 pm

In short: go component-based. Narrower interfaces, more orthogonality, easy to change behavior at runtime.

evidence:

http://www.gamearchitect.net/Articles/GameObjects1.html

http://web.archive.org/web/20030222160835/http://www.incagold.com/pipermail/sweng-gamedev/2001-February/002883.html

http://www.gotw.ca/publications/mill06.htm

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