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  • Aug 15 2017 21:52
    omni-viral closed #6
  • Aug 15 2017 16:42
    omni-viral synchronize #6
  • Aug 15 2017 15:55
    omni-viral synchronize #6
  • Aug 15 2017 15:13
    omni-viral closed #7
  • Aug 15 2017 15:12
    omni-viral edited #7
  • Aug 15 2017 15:11
    omni-viral edited #7
  • Aug 15 2017 15:11
    omni-viral opened #7
  • Aug 11 2017 16:27
    omni-viral synchronize #6
  • Aug 11 2017 16:16
    omni-viral synchronize #6
  • Aug 04 2017 06:12

    ebkalderon on renderer

    Make RendererBuilder and Effect… (compare)

  • Aug 04 2017 05:48

    ebkalderon on renderer

    Minor formatting tweaks, more d… (compare)

  • Aug 04 2017 05:30

    ebkalderon on renderer

    Fix over-eager collect() bug (compare)

  • Aug 04 2017 03:47

    ebkalderon on renderer

    Use collect(), add more doc com… (compare)

  • Aug 04 2017 02:04

    ebkalderon on renderer

    Boost performance of examples, … (compare)

  • Aug 02 2017 01:33

    ebkalderon on renderer

    Core asset management + Adds a… Rename Format::import to parse Remove unnecessary unsafe Sync … and 84 more (compare)

  • Jul 24 2017 19:24
    omni-viral opened #6
  • Jul 24 2017 19:08
    omni-viral closed #5
  • Jul 24 2017 18:37
    omni-viral opened #5
  • Jul 24 2017 16:54
    omni-viral closed #4
  • Jul 24 2017 16:52
    omni-viral opened #4
Alex Ragone
@ragone
Hi Eyal! Very interesting engine - I really like your approach. However, since I am new to game development, I am struggling to understand what it means to broadcast an entity? The example given in the source is a bit too vague for me to understand.
So could you broadcast a DamageComponent when an entity takes damage?
If so, how would you know which HealthComponent to update?
Alex Ragone
@ragone
@ebkalderon
Eyal Kalderon
@ebkalderon
Hello Alex! Sorry for not answering immediately. Perhaps you intended to ask at the amethyst/amethyst Gitter chat instead?
This chat room is no longer in use.
Eyal Kalderon
@ebkalderon
To answer your question at least, the term to "broadcast an entity" actually means to "broadcast an event" in our case, since our engine events are actually just arbitrary specs ECS components. The DamageComponent you mentioned (or perhaps more aptly, DamageEvent) would contain the entity ID that was damaged, so the event receiver would know which entity to deduct health from.
Was there an older link to this Gitter that pointed you here? Please let me know so I can fix it. :smile: