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For example, let the movement of a game-object by calculated by: the initial position some translation over time from user-input a random factor … You may then compose the movement behavior into more complex behaviors (or complete game-objects if you like) in every way you can imagine: A movable, static image game-object? Moving Animation = same translation function draw animation function. Static Animation = position draw animation function.

Moving Image = translation function draw image function. I’m not going into more detail about FRP for now, you can find more information on my blog or on the internet.

Do we implement a new Random Mover-component, or do we need a new component,… just to encapsulate the random function into a component?

And how does this fit into the automatic Position-Mover-communication?

This Gator was brought in because it was blowing out LOTS …

How to Grow Hydrangea from Cuttings Hydrangeas are flowering deciduous plants that can range in size from small bushes to larger tree-like varieties.

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

A component could be something like: a position, player movement, 3D model, health-points and so on.

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?

In FRP everything is based upon time, thus time should be abstracted away into “time dependent functions” (behaviors).

A Mover-”component” should just produce a translation vector over time from user-input — nothing more!

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