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Components have become pretty popular these days and I’d like to share some issues we had with them in our game projects.

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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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Even with components you define the player game-object specifically at some point: Player = Position Component Visual Component Input Component.