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~1 min readEntity-Component System
Events & Messaging
Direct method calls couple systems too tightly. Events decouple.
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Producer:
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Consumer:
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Frame:
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Order matters: producer before consumer in the same frame.
Otherwise: events deferred to next frame (one-frame delay; usually fine).
Persistent events:
- Game events for save/load.
- Replay system: log all events, replay from saved state.
- Used by deterministic networking (lockstep).
UI events:
- Button click → event.
- UI system fires.
- Game system listens, takes action.
Modern engines:
- Unity: SendMessage (slow), UnityEvents, signals.
- Unreal: Delegates, Game Events.
- Bevy: native events via
Events<T>resource.
Events keep code modular. Scale: hundreds of event types per game.
Anti-patterns:
- Event spaghetti: many systems firing/listening, hard to trace.
- Event chains: A fires B fires C fires D. Debugging nightmare.
Best practice: name events descriptively, document data flow, profile hot paths.
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