From 4a8a253a6c2d93f558fa83a5e86d31d775cb6bc3 Mon Sep 17 00:00:00 2001 From: rowan Date: Tue, 24 Dec 2024 11:12:42 -0600 Subject: [PATCH] change old wording --- content/blog/on-ecs/index.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/content/blog/on-ecs/index.md b/content/blog/on-ecs/index.md index c55d1c7..49e5f65 100644 --- a/content/blog/on-ecs/index.md +++ b/content/blog/on-ecs/index.md @@ -294,11 +294,11 @@ There is still a timing issue with this approach however. Events can be raised a Depending on the engine and implementation, there may be a few options for solving this. Rather than using `OnTick`, the damage can be handled in `OnLateTick` which runs after all `OnTick` systems have been processed (Unity's version of these methods are `Update` and `LateUpdate`). In Unity the `DamageEvent` singleton script could have its order explicitly modified in the settings or with the `DefaultExecutionOrder` attribute. In Godot, this would likely be resolved by moving the `DamageEvent` node lower in the tree since nodes are processed from top to bottom while resolving children first. -An alternative solution would be to identify the behavior which raises events and isolate it into its own singleton. Doing this would allow it to easily be ordered before the damage handling system. We'll revisit this idea later. +An alternative solution would be to identify the behavior which raises events and isolate it into its own singleton. Doing this would allow it to easily be ordered before the damage handling system. ### Using ECS -Since our systems are handled in one place in a well-defined order, this shouldn't be an issue unless we go out of our way to make it one. +That alternative is exactly how we'll implement it. Since our systems are handled in one place in a well-defined order, this shouldn't be an issue unless we go out of our way to make it one. I'll use Bevy as an example for system ordering.