Dynamic Components

Posted by Alex on Game Development See other posts from Game Development or by Alex
Published on 2012-10-08T18:52:24Z Indexed on 2012/10/08 21:51 UTC
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I am attempting to design a component-based architecture that allows Components to be dynamically enabled and disabled, much like the system employed by Unity3D. For example, all Components are implicitly enabled by default; however, if one desires to halt execution of code for a particular Component, one can disable it.

Naively, I want to have a boolean flag in Component (which is an abstract class), and somehow serialize all method calls into strings, so that some sort of ComponentManager can check if a given Component is enabled/disabled before processing a method call on it. However, this is a pretty bad solution. I feel like I should employ some variation of the state paradigm, but I have yet to make progress.

Any help would be greatly appreciated,

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