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Events & Messaging
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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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Events & Messaging — Build a Game Engine