Since it seems that TA -> SC -> PA has always evolved and attempted new techniques in programming, like Flow Fields, I was wondering: What approach are you guys using regarding the game objects? The old static class hierarchy, which sometimes become a huge dependency hell. A component based design which seems to be today's regular approach. Or something new that hasn't been much explored yet. I read some posts regarding the network engine being based on curves, which I assume that are using function as updates, instead of absolute values. Is that it?