I imagine this question or variations of it get passed around a lot, so if what I'm saying is a duplicate, and the answers lie elsewhere, please inform me.
I have been researching game engine designs and have come across the component-based entity model. It sounds promising, but I'm still working out its implementation.
I'm considering a system where the engine is arranged of several "subsystems," which manage some aspect, like rendering, sound, health, AI, etc. Each subsystem has a component type associated with it, like a health component for the health subsystem. An "entity," for example an NPC, a door, some visual effect, or the player, is simply composed of one or more components, that when together give the entity its functionality.
I identified four main channels of information passing: a component can broadcast to all components in its current entity, a component can broadcast to its subsystem, a subsystem can broadcast to its components, and a subsystem can broadcast to other subsystems.
For example, if the user wanted to move their characters, they would press a key. This key press would be picked up by input subsystem, which then broadcasts the event and would be picked up by the player subsystem. The player subsystem then sends this event to all player components (and thus the entities those components compose), and those player components would communicate to its own entity's position component to go ahead and move.
All of this for a key press seems a bit winded, and I am certainly open to improvements to this architecture. But anyway, my main question still follows.
As for the events themselves, I considered where an event behaves as in the visitor pattern. The importance of what I want is that if an event comes across a component it doesn't support (as in a move event has nothing directly to do with AI or health), it would ignore the component. If an event doesn't find the component it's going after, it doesn't matter.
The visitor pattern almost works. However, it would require that I have virtual functions for every type of component (i.e. visitHealthComponent, visitPositionComponent, etc.) even if it doesn't have anything to do with them. I could leave these functions empty (so if it did come across those components, it would be ignored), but I would have to add another function every time I add a component.
My hopes were that I would be able to add a component without necessarily adding stuff to other places, and add an event without messing with other stuff.
So, my two questions:
- Are there any improvements my design could allow, in terms of efficiency, flexibility, etc.?
- What would be the optimal way to handle events?