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Or should the Position-component listen to movement-events?

What if we want the player movement to behave just a little differently, like being a little random?

In the book A software component is a software element that conforms to a component model and can be independently deployed and composed without modification according to a composition standard.

[...] A component model defines specific interaction and composition standards.

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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.

Automatic communication is restricted to the known components and new functionality always has to be game-specific (either hard-coded, or in scripts, or any other data-driven method).

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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.

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