Most XNA game examples I have seen so far load all the game components right away at the beginning of the game no matter what. I looking to setup a GameComponent (GameWorld) which the user will control to load which will subsequently load several other game entities which are inherited from the DrawableGameComponent as well, but they all controlled by the GameWorld as far as enabled/visible. This appears to work fine so far, I'm just curious though if there is anything wrong with this finite number of game entities all having there own SpriteBatch property because of this. Performance issue when GraphicsDevice is recreated Or even if this is a workable practice In other examples, I've seen certain drawable game entities custom created while just passing a SpriteBatch to their draw method from whatever GameComponent/Game controls them.
Any thoughts

GameComponents controlling GameComponents
kirank_gh
happymozart
Are you saying query the SpriteBatch via the services route
Or are you saying query the Graphics Device The main GameWorld component is a Drawable one as are the GameComponents its starts, thus they appear to handle the GraphicsDevice themselves or is this not the case either
Thanks,
Evan
Mark Benningfield
drndrw
MarissaM
kageg
Blackuke