Originally Posted By: the_clown
I don't really see the connection between the use of pointers and a component based architecture.


suppose you want to move the entity John

In 3dgs you attach an "action" to John
Action contains the c_move function with the parameter "me" which is a pointer to the entity John

In Unity you attach a script to John which contains the function

transform.Traslate()

The pointer to john is implicit

Now suppose that you want to move John only if he is close to Bill

In 3dgs you must have a pointer to Bill in John's action
In Unity you call the pointer :

bill = GameObject.Find("Bill");

in John's script

Dont you see any similarity between 3dgs and Unity ?

Dont you agree that the following code is much cleaner ?

Start()

John = new Actor()
Bill = new Actor()

Update()

if( dist = John.position - Bill.position < = ...) john.Translate();