Evolve your hierarchy
cowboyprogramming.com
cowboyprogramming.com
As of right now, I am still doing game entities like he is describing except it is divided up into three parts which are events, models, and controllers. It was largely the result of having the needs to easily doing unit test without doing extremely complicated of a setup and as well making it far easier to maintain my code.
This setup migrates the game codebase from total disaster to something that is much cleaner. Now that this article has come into views, I fear that the codebase I have will slip back into oblivion as models, their corresponding rendering code, and the controllers gathers into blobs.
http://t-machine.org/index.php/2007/09/03/entity-systems-are...
The Gorilla Guide to Game Coding
My approach was to introduce it in a stealth manner. I first discussed the idea with a couple of programmers individually, and eventually convinced them it was a good idea. I then implemented the basic framework for generic components, and implemented one small aspect of game object functionality as a component.
I then presented this to the rest of the programmers. There was some confusion and resistance, but since it was implemented and working there was not much argument.
This bit sounds familiar...
Seems like a really good idea in this context; I will definitely keep this in mind whenever I'm faced with a huge, hairy, blobby object hierarchy.
CObject anyone?