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What exactly is component-based architecture and how do I get it to work?

My problems with OOP:

For a while now, I have been attempting to make full games on Godot, but I keep running into issues around poor organization and planning with my classes and OOP architecture. After days of working on a project, I would run into a devastating issue with the way I organized my class hierarchy, resulting in me having to restart or give up on the project to not waste time to go through and fix every class in the class hierarchy. I recently have started to be way too timid to get anything done with my project, fearing that one mistake in my organization could cause me to restart again.

What I think the functionality of Component-based architecture is:

When I came across component-based architecture, I thought I could be able to make a base class and then integrate component classes that serve separate functionalities to the base class, so I wouldn't have to make large class hierarchies and better manage and organize my code.

Why I need help with implementing component-based architecture:

While trying to implement a component-based design, I found that I had no idea how to exactly make one work at all. I don't understand how I could integrate the functionality of one class into another without having prebuilt code that is made directly for each possible component, which beats the purpose of component-based architecture. I don't know how I get the base class to properly run component code without directly and consciously addressing each type of component. I keep trying to do research on my own, but I just end up getting more confused as I try to look it up.

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