title: For Monogame or XNA is there a pattern for spawnng outside of main function
body: <p>Hoping i worded the question ok.
  Looking for ideas how to avoid having all the Draw() and Update() code in the main game1 class.</p>
  
  <p>I've made subclasses, and put Update and Draw commands in those, but they still seem to have to be wired up to the Main Update/Draw functions.</p>
  
  <p>Is there a pattern for creating entities and having the entity control more of what it is doing?
  Or maybe an event/delegate pattern?
  Or something like the prefab items in Unity?</p>
  
  <p>I may not be asking in the correct terms or just missing that 'ah ha' idea moment, new to Monogame, was trying Unity2D, and the had prefab items. I more use to designing web application and such, gaming seems more like console programming with the Main start function.</p>
  
  <p><strong>UPDATE</strong></p>
  
  <p>Just wanted to update what i used.</p>
  
  <p>I gave Artemis a good try, but i just did not go well for me. I would suggest others try it as well, you may find it to your liking. But being an OO programmer for a long time, i'm just more combfortable and faster with using the GameComponent and DrawableGameComponent. Personally, i've gotten more accomplished with OO in less time then trying to get understand ECS.</p>
  
  <p>For the spawning, for now, in my main game could is a just a for loop to instantiate my game entites, and then use components.Add(yourentity), this was the part i was stumbling on. </p>
  
  <p>Artemis, its interesting, i can see its appeal. But I just don't like uncoupling properties into another class, just to add that class back to the entity as a collection. Especially since I'm using C# which is designed to be more OO then an ECS.</p>
  
  <p>But try Artemis, Unity and  xna GameComponents. They all offer unique ways of building games, just pick what fits your program best.</p>