Yes, this is exactly my goal to make an engine design that will be fully expandable and generic, being able to transform really easily to simple mini games (like 2D rpgs, platformers or anything really simple). I know that this is not a really good idea when it comes to performance issues but i'm just exploring the most optimal design possibilities when it comes to extensibility for a game engine. I'm just trying to implement the most ideal design scenario of Component Based Game Engines, sacrificing some performance, just to see if will worths the try to make a really abstract and complicated design for a game base, or if its better to implement a specific base for a specific game when it comes production time of multiple games. Probably i'm wrong, but i wont find out if i wont try to make this and fail/succeed.
The main idea is, if this layer design scenario succeeded in the implementation of operating systems, why it shouldn't succeed in games?
(By saying layers i mean something like this:
layers in OSes: kernel - ... - outer world,
layers in Game Engine: Engine - Managers - (Systems, Components,...) - ... - outer world ))
Knowing that today's hardware is developing exponentially(so performance may not be a problem later) and the growth of data to be organised and
managed too, why not explore less performance related and more organisational related designs?
And according to all the above how should i implement a layer to layer communication (the problem is mostly from outer layers (Systems) to inner layers (Engine))
so i can accomplish (or even try to approach) my purpose?