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I was experimenting with component-based game engine architectures for 2 years and eventually stumbled upon (OOP) viewpoint to why I think FRP helps to write more reusable code.

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.

Component-based software engineering can still be applied in this environment on higher level, like the communication between subsystems or game-objects, but not on the level of game-object functionality level!

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?

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

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