Timeline for How to propagate component updates? (Changing components at runtime)
Current License: CC BY-SA 3.0
5 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jan 27, 2016 at 19:20 | vote | accept | artganify | ||
| Jan 27, 2016 at 19:20 | comment | added | artganify | Well, I was worried a little because I code against a contract (IEntity) which only provides the entity's id and it's components. Based on that, I have an implementation (EntityBase) which I use for in-game stuff and EntityMetadata which is being serialized. Providing events on the contract didn't make any sense because then I'd be forced to implement the events on the serializable class, which is not really nice. But it does the job, I think. :) So thank you very much. | |
| Jan 26, 2016 at 16:16 | comment | added | Emir Lima | Yes. I don't see any contraindication for that. My ECS is based on events and it works very well! These events aren't meant to be used by the game code, so it's all encapsulated inside the ECS library. | |
| Jan 26, 2016 at 15:03 | comment | added | artganify | So in C#, this would be best being done using plain old event delegates? | |
| Jan 26, 2016 at 15:00 | history | answered | Emir Lima | CC BY-SA 3.0 |