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Yeah, I see that. The reason I think what I did became so easy is that I took the component model to the absolute extreme. There were no objects at all, just
by drblast 13y ago
Yeah, I see that. The reason I think what I did became so easy is that I took the component model to the absolute extreme. There were no objects at all, just a table of state data and a collection of functions you could add to an "entity."
I think most implementations mix and match some sort of OO and that would get messy quick. What I did worked great for the particular bullet-hell style shmup I was making. I don't know how well it would work with other types of games, particularly those with game entities that had a ton of state that wasn't shared.
With the bullet-hell game, an enemy shared a lot of state with the main character and bullets. An RPG might be a different story.