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@ -184,7 +184,7 @@ With all this event-driven programming comes another downside: events are diffic
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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.
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## Enter ECS
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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.
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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.
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## Issues with ECS
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Mental modeling is hard. Complex queries are hard. ECS is hard.
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