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    [...] A component model defines specific interaction and composition standards.[...] In plain English: “In order to allow a new component to be added to an existing environment of components in a game-object and automatically communicate with each other, the communication protocol between the components has to be predefined“.A pure mathematical function is the most isolated, self-existing and reusable component you can get, as it depends (and only depends! There is no need the encapsulate a function into a component…which is then managed by a component container (game-object) and defines a lot of messages and events to get the data to the right point.

    And if we want it to be a bit random, we just compose the output with the random function in the game-object definition.

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    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?

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

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