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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.

For the communication of components in our engine we used messages, events or let them directly search for components implementing a specified interface, which is illustrated in the following diagram: In component-based architecture we were mostly concerned about the component intercommunication, like the player movement for example: Should the Mover-component manipulate the position directly or send movement-messages?

Or should the Position-component listen to movement-events?

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A Mover-”component” should just produce a translation vector over time from user-input — nothing more!

And if we want it to be a bit random, we just compose the output with the random function in the game-object definition.

[...] A component model defines specific interaction and composition standards.

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[...] 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“.

The following diagram illustrates such a monolithic class hierarchy (adopted from the book ): Game-object components address these issues by reducing game-objects to identifiable containers of components, where each component encapsulates some reusable functionality and automatically communicates with other components.