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A programming paradigm in which gameobjects (entities) are composed out of components, and are operated upon by systems. Each entity is an ID that points to specific components.

13 votes

How to properly implement message handling in a component based entity system?

You've probably heard of the God/Blob object anti-pattern. Well your problem is a God/Blob loop. Tinkering with your message passing system will at best provide a Band-Aid solution and at worst be a c …
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