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And how does this fit into the automatic Position-Mover-communication?In the book A software component is a software element that conforms to a component model and can be independently deployed and composed without modification according to a composition standard.Components have become pretty popular these days and I’d like to share some issues we had with them in our game projects.I was experimenting with component-based game engine architectures for 2 years and eventually stumbled upon (OOP) viewpoint to why I think FRP helps to write more reusable code.
A component could be something like: a position, player movement, 3D model, health-points and so on.The argument for component-based game-engines usually starts like this: Game-objects should be represented like objects in reality but as the project progresses however, class hierarchies become more and more complex and thus should be split into small, reusable components.Game developers like abstract and re-usable game-engines after all.I think the component-based game engine literature mixes-up “combining existing functionality to define game-specific logic” (= reusing functionality) and “automatic communication within unknown game-objects” (= dynamic functionality).[...] 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“.