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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.

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Or should the Position-component listen to movement-events?[...] A component model defines specific interaction and composition standards.[...] In plain English: “In order to allow a new component to be added to an existing environment of components in a game-object and automatically communicate with each other, the communication protocol between the components has to be predefined“.The argument for component-based game-engines usually starts like this: Game-objects should be represented like objects in reality but as the project progresses however, class hierarchies become more and more complex and thus should be split into small, reusable components.Game developers like abstract and re-usable game-engines after all.

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