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Newsletter 13: Add Minigene and Event Chaining #265

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34 changes: 34 additions & 0 deletions content/posts/newsletter-013/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -222,8 +222,42 @@ organized with one branch for each subsection.
[chargrid]: https://github.com/stevebob/chargrid/
[@stevebob]: https://github.com/stevebob

### [Event Chaining as a Decoupling Method in ECS][event-chaining]

[This blog post][event-chaining] by [@jojolepro] is an in-depth look at how
using events in entity-component-system architectures can improve
system reusability dramatically.

Using events in this way also allows for:
- Easier Testing
- Additional Configurability
- Possible Performance Improvements
- Highly Reusable - Especially if using generics

The blog also has an [RSS feed][jojolepro-rss] and more in-depth posts about
game development are planned.

[event-chaining]: https://www.jojolepro.com/blog/2020-08-20_event_chaining/
[jojolepro-rss]: https://www.jojolepro.com/blog/blog.xml
[@jojolepro]: https://github.com/jojolepro

## Library & Tooling Updates

### [Minigene][minigene]

[Minigene][minigene] is a tiled and ascii game engine made by [@jojolepro].
It allows to very simply create complex games running on desktop as well as
in the browser.

While it is still under heavy development, a lot can be done already:
- Easily Create ECS Systems.
- Create Tiled and ASCII Entities.
- Create GUI Elements.
- Move Entities Around with A\* Pathfinding.
- Much More!

[minigene]: https://www.github.com/jojolepro/minigene

### [Rapier: 2D and 3D Physics Engines Focused on Performance][rapier-august]

[![Rapier logo](rapier-logo.svg)][Rapier]
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