A Different Entity Component System

When programming Rabbit Wars back in 2007, I ended up with huge objects for each of my game entities. They handled player input, AI, moving, shooting, health points and rendering. I didn't like it, it drove me mad. But then I came across this Evolve Your Hierarchy article. Since I was still in the middle of programming, I refactored my game entity code to use components instead of multiple inheritance (just like the article described). It worked great, my code was readable again. [caption id="" align="aligncenter" width="240"] Rabbit Wars for PocketPC[/caption] (more…)
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