Hi All
Very novice programmer here, so please bare with me.....I'm just starting a new game in dx11/c++ for practice. I decided to give a component based architecture a go to try it out on something simple.
In most of the articles I have read, the focus has been on game objects; their collision, rendering, physics, input etc, and how an object is just a container declaring which components are relevant to itself (creating instances of them) - thus components have very little knowledge/dependency on each other.
However, in the articles/examples....very little is said in terms of things I viewed as outside this scope. i.e. initialisation of wider elements (windows, dx devices) or game states.
In previous little games I have made, I have created a main dx class which dealt with this and was used throughout the game. It would inherit render and update functions from the game state it was in.
How would I tackle this using components? I'm worried I haven't really grasped the point of this methodology and am missing something obvious.
Hopefully that makes sense.
Cheers.