From 154de7875870702dfee90e929632728d1beb151b Mon Sep 17 00:00:00 2001 From: rowan Date: Wed, 4 Dec 2024 15:19:32 -0600 Subject: [PATCH] typo --- content/blog/a-query-about-game-state/index.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/content/blog/a-query-about-game-state/index.md b/content/blog/a-query-about-game-state/index.md index 9a77c65..ed9ed8f 100644 --- a/content/blog/a-query-about-game-state/index.md +++ b/content/blog/a-query-about-game-state/index.md @@ -184,7 +184,7 @@ With all this event-driven programming comes another downside: events are diffic In order to better query the state of an event-driven application, [Martin Fowler's Event Sourcing post](https://martinfowler.com/eaaDev/EventSourcing.html) provides some additional respite. It's worth reading if you're working with many events in your game. Essentially, tracking the source of an event *in* the newly raised event allows subscribers to walk the chain of events in reverse to determine additional context. ## Enter ECS -These were just a few pain points of game architecture that I've come across when making games. I've tried different solutions each time to varying levels of success. While I don't think there exists a one-size-fits-all solution to every architectural decision in video games, I *do* believe that reframing how we think about our architectural goals can making some problems diminish or even disappear. This is especially helpful if the affected problems are persistent. +These were just a few pain points of game architecture that I've come across when making games. I've tried different solutions each time to varying levels of success. While I don't think there exists a one-size-fits-all solution to every architectural decision in video games, I *do* believe that reframing how we think about our architectural goals can make some problems diminish or even disappear. This is especially helpful if the affected problems are persistent. ## Issues with ECS Mental modeling is hard. Complex queries are hard. ECS is hard.