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Hey, I'm trying to get the idea/motivation of having events and requests as separate abstraction/layer
I've read the readme with example of usage, and can't just get the point. For example I want to apply damage to some entity
instead of creating the request, I can just attach the DamageRequest (but component) to an entity, and process it directly with some system, then I can or attach component with Damage Info to this entity, or create separate one, depending on game needs/structure
I would really appreciate if you will explain the reason.
is it only for separation data from requests? to idk save the world without redundant requests, only important data, or what?
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Hey, I'm trying to get the idea/motivation of having events and requests as separate abstraction/layer
I've read the readme with example of usage, and can't just get the point. For example I want to apply damage to some entity
instead of creating the request, I can just attach the DamageRequest (but component) to an entity, and process it directly with some system, then I can or attach component with Damage Info to this entity, or create separate one, depending on game needs/structure
I would really appreciate if you will explain the reason.
is it only for separation data from requests? to idk save the world without redundant requests, only important data, or what?
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