Monthly Archives: January 2013

goodbye, void main()

After years of work with a (traditional?) hierarchical game development model I’m trying something new.  I’m switching to Unity.

Component Frameworks

The component framework is new to me.  I’ve heard mentions of it over the years but never quite understood what it meant:

  • eliminate the traditional game loop and the endless hierarchies of abstraction and encapsulation
  • separate the functionality of a game entity into individual components
  • components are mostly independent of each other
  • game entities are wholly represented by the sum of these components

I found this explanation particularly enlightening (discussing the evolution of the game engine behind the Tony Hawk series):