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Da vedere La natura Castagneto secolare di Montombraro Bosco delle betulle pendule a S.Giacomo La cultura Borgo di Montombraro Borgata di S.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.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.A component could be something like: a position, player movement, 3D model, health-points and so on.Even with components you define the player game-object specifically at some point: Player = Position Component Visual Component Input Component.In FRP everything is based upon time, thus time should be abstracted away into “time dependent functions” (behaviors).

I was experimenting with component-based game engine architectures for 2 years and eventually stumbled upon (OOP) viewpoint to why I think FRP helps to write more reusable code.I think the component-based game engine literature mixes-up “combining existing functionality to define game-specific logic” (= reusing functionality) and “automatic communication within unknown game-objects” (= dynamic functionality).Automatic communication is restricted to the known components and new functionality always has to be game-specific (either hard-coded, or in scripts, or any other data-driven method).A pure mathematical function is the most isolated, self-existing and reusable component you can get, as it depends (and only depends! There is no need the encapsulate a function into a component…which is then managed by a component container (game-object) and defines a lot of messages and events to get the data to the right point.

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

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