Component Pattern in C++ - Part 2 of n - Component Pattern Basics

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►Lesson Description: In this lesson we are introduce our component design pattern, and contrast it with the 'monolithic object' design we previously had. Fundamentally, the component design pattern is just replacing our data members with a vector of data members. This adds a layer of indirection for the flexibility of being able to 'resize' and 'change' the functionality of a game object (which just holds components). We'll later discuss how this can be improved further by building an entity-component system for those who are trying to squeeze out even more performance. As always, feel free to leave comments discussing your ideas on the component pattern.

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Язык программирования C++
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