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Procedural Content Generation for C++ Game Development
book

Procedural Content Generation for C++ Game Development

by Dale Green
January 2016
Intermediate to advanced
304 pages
6h 17m
English
Packt Publishing
Content preview from Procedural Content Generation for C++ Game Development

Chapter 10. Component-Based Architecture

Procedural game systems are incredibly versatile by nature. Therefore, the frameworks and infrastructures that they're implemented into need to share the same properties. Component-based systems, such as the Unity game engine, excel at this, and typically offer more versatility over traditional inheritance-based systems.

When building a large, dynamic system such as a game engine, a tradition inheritance-based approach will present problems. Inheritance structures become messy and objects become larger as they are required to do more. As a result, behavior becomes less encapsulated. A component-based approach solves these issues, so to finish our work we'll branch off a little to take a look at what a component-based ...

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Publisher Resources

ISBN: 9781785886713