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	<title>Comments on: An Anatomy of Despair:  Aggregation Over Inheritance</title>
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	<link>http://gamearchitect.net/2008/06/01/an-anatomy-of-despair-aggregation-over-inheritance/</link>
	<description>Musings on Game Engine Design</description>
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		<title>By: Start of feature list &#171; Beef Machine Games</title>
		<link>http://gamearchitect.net/2008/06/01/an-anatomy-of-despair-aggregation-over-inheritance/comment-page-1/#comment-100</link>
		<dc:creator>Start of feature list &#171; Beef Machine Games</dc:creator>
		<pubDate>Sat, 16 May 2009 07:16:18 +0000</pubDate>
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		<description>[...] engine usage will be based around the component based entity system (more information can be found here, here, and [...]</description>
		<content:encoded><![CDATA[<p>[...] engine usage will be based around the component based entity system (more information can be found here, here, and [...]</p>
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		<title>By: Parade of Rain &#187; Blog Archive &#187; September Update</title>
		<link>http://gamearchitect.net/2008/06/01/an-anatomy-of-despair-aggregation-over-inheritance/comment-page-1/#comment-24</link>
		<dc:creator>Parade of Rain &#187; Blog Archive &#187; September Update</dc:creator>
		<pubDate>Sat, 06 Sep 2008 03:32:24 +0000</pubDate>
		<guid isPermaLink="false">http://gamearchitect.net/2008/06/01/an-anatomy-of-despair-aggregation-over-inheritance/#comment-24</guid>
		<description>[...] to learn about when I first started using XNA and read more about through some game dev books and blogs. So far it&#039;s been working out great in terms of flexibility. It&#039;s been pretty easy to add new [...]</description>
		<content:encoded><![CDATA[<p>[...] to learn about when I first started using XNA and read more about through some game dev books and blogs. So far it&#8217;s been working out great in terms of flexibility. It&#8217;s been pretty easy to add new [...]</p>
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