Component-based entity systems: Event-driven systems to implement the logic

This post will give you another bunch of information how to implement a component-based entity system. We talked already about the way to setup a project in a clean way and the way data is stored. Now we’ll have a look where the logic of the game has its home.

On this note I’ll also explain the event-driven way of our framework. As a system is very self-contained, events are the way to communicate with other systems and the world outside a system in general.

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The “Magic” behind Data Binding (Part 2: Commands and Data Tree)

In the first part I talked about the basics of data binding, namely the data context and the data property, which define the data that is provided from the logic for the presentation side of your game. This makes it possible to visualize the data and react on data changes.

One part is missing though: Giving the presentation side a possibility to send desired actions into the logic, e.g. when the user clicks on a button. This feature is implemented by commands.

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The “Magic” behind Data Binding (Part 1)

Logo Data BindIf you read my introduction post last week, you already know that I’m quite into Data Binding at the moment, as I just published a Data Bind asset on the Unity3D Asset store.

After reading through the documentation I wrote for the asset, my co-founder Nick suggested to add an article what goes on behind the scenes. This also sounded like a good idea for a blog post, so I’ll just be lazy and combine those with this dev blog post 🙂

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