Quote:Original post by Trefall
Components are meant to be modules of logic that add a piece of behavior to their entity. If you come in the situation where you have to have this component and those other three components to add that component, you're in trouble, because you're bound to make a mistake, or end up with large spreadsheets that you have to follow carefully every time you want to add another component to your entity, or build a new entity from scratch. You really don't want to end up in that situation when it can be prevented :)
Well I think I'm mostly ok then... I don't THINK I have components referencing other components directly... as far as I remember.
It's mostly just that I'm accessing components' functions from the program's main function for convenience's sake rather than wasting time on implementing a neat and more well-designed interface.
Quote:Original post by Trefall
That said, if you ever find the time to implement components into a proper application, I'd highly recommend to search through the web and review as many approaches as you can, then mix them together into the component system that fits yourself and your brain the best.
Yeah, I've been researching components for a while now on and off since it seemed like a very well-organized and logical approach especially if you're using XML or something and want to avoid hard-coding, I just never got around to actually trying to implement it.
I've at least learned a lot about how it works now. That might encourage me to experiment with it more in future for a game, as long as I haven't been put off by problems implementing communication and whatnot ^_^.