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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.
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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 …