Currently, I am learning about entity-component-systems, and I have a question concerning the components. How would the systems handle dependent components?
For example, In a 2D game, I have a game object entity that has the following components:
RenderComponent- contains current character sprite
AnimationComponent- contains set of sprites and frame index
CharacterStateComponent- tells what the character is actually doing
Given player input, such as "move_forward", I am not sure which of the following procedures should happen:
I am not quite sure how the engine would respond to a change in one component that is suppose to update other components, as well. I believe there will be performance issue, when it comes to each system having to poll its prerequisite component changes (as shown in System Polling).
How would the entity system handle dependent components?