Communication between systems #965
OverShifted
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Well, the constraints exclude almost all possibilities. 😅 |
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Is it a good idea to split our game logic into "pure systems" and "impure systems"? |
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This is more of a design-pattern question.
I've read that direct communication between systems should be avoided (eg with event buffers, ...).
Now, assume that I have a game, that (at least) has two entities. A player, which has a
HealthComponent
attached to it, and a UI text, with aUITextComponent
attached to it.I wanna sync these two components on those two entities. How can I do this without any kind of event buffer, but also without needing to lock one of these component's pools (in case my game is multithreaded), and without accessing any entity, other than the one my system is currently iterating?
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