Component-based structuring
We saw in the previous chapters that iOS has imparted much of the component-based structuring paradigm to tackle the unique software/programming requirements that come from game development. Instead of building a tall parent-child structure that we see from an object-oriented design, it builds a structure that does best by growing it's structure in width. Classes, such as GKEntity
, GKComponent
, and other aspects of GameplayKit
, are what let us take advantage of these features. This type of structuring isn't all too new in game development. Component-based structuring has been used by multiplatform game engines, such as Unity and Unreal Engine, and continues to be the way game developers like us make and reuse parts of our games. Expect the future updates to Xcode and iOS to utilize these features even more. In the near future, we will probably see Xcode look and act even more like these game engines but with the benefit of being specifically made for the iOS devices...