If you mean that component based engines are more flexible than traditional ones thanks to aggregation, that's right but just in theory


From my experience as hobbyst game programmer if an engine comes with a reasonable number of classes : Actor - Vehicle - Camera - Terrain - Math - Ray etc and each class contains a reasonable number of methods and variable then you can develop 99.9 % of the games while using an elegant and intuitive programming style

The only real advantage of components based engine is the natural multitasking, you dont need to use threads, not that easy

However higher flexibility and multitasking are important only for large projects
For casual games I dont see any reason for using components, just an horrible code nothing more

Thanks Sivan
at a first glance UE4 architecture seems quite smart

Last edited by AlbertoT; 05/04/14 17:15.