[...] 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.
All videos are hosted by 3rd party websites and therefore we have no control over the content of these websites.
We take no responsibility for the content on any websites which we link to.
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?