Its own methods, of whom ? of the Camera ,do you mean ?
That's the key difference

In a component based engine ,objects do not have their own methods
There are generic methods which are contained in generic "functional" classes such as Transform
The programmer must create a component ( a script) using these classes/methods
Then he must attach the components to the object ( entity)
As you can see there is not that difference between the 3dgs actions and the Unity components

A traditional game engine , for example Truevision, comes with "concrete" classes for example the class Camera containing all the methods which you would expect from a Camera
The programmer must instance an object , ex

Camera cam = new Camera();

Then he can use the methods of the class Camera

cam.Translate();

In my opinion the latter approach is much more intuitive even though the former is more trendy , having also many advantages

Last edited by AlbertoT; 09/17/11 12:53.