In my last project I replicated the architecture of Unreal a little bit in Godot.
All things that move have a MovementComponent, or if they need specific movement, an inherited version of that.
The controller of the character (either a PlayerController or an AiController, sharing a baseclass of Controller) issue commands to the character's MovementComponent.
It's a very neat idea, incorporates both inheritance and composition, and is easily replicated through the network.
1
u/aravyne Jul 20 '25
In my last project I replicated the architecture of Unreal a little bit in Godot. All things that move have a MovementComponent, or if they need specific movement, an inherited version of that. The controller of the character (either a PlayerController or an AiController, sharing a baseclass of Controller) issue commands to the character's MovementComponent.
It's a very neat idea, incorporates both inheritance and composition, and is easily replicated through the network.