How is event driven communication in a game engine?

How is event driven communication in a game engine?

I am reading Game Coding Complete and the author recommends Event Driven communication among game objects and modules. Basically, all living game actors should communicate with the key modules (Physics, AI, Game Logic, Game View, etc.) via an internal event messaging system. This means having to design an efficient event manager.

How do actors communicate in a game engine?

Basically, all living game actors should communicate with the key modules (Physics, AI, Game Logic, Game View, etc.) via an internal event messaging system. This means having to design an efficient event manager.

How are messages processed in a game engine?

There is a primitive message system, That processes only a small group of entity to engine messages. Those messages are preferable to be processed at the end of a game interaction ( example is a entity creation or destruction ) because they can mess with the update list. So , at the end of each game loop, a small list of messages are consumed.

How to register event in a game engine?

Your EventMessagingSystem (EMS) will need a Register (int iEventId, IEventMessagingSystem * pOjbect, (EMSCallback)fpMethodToUseForACallback) as well as a matching Unregister (making a unique entry for an iEventId out of the object pointer and callback). This way, when an object wants to know about a message it can Register () with the system.

When to use event driven vs message driven approaches?

However in specific cases – when the consumer of the event is a function / callback registered within the same application itself, or when the consumer needs to be executed synchronously, then events-subscription can be implemented without messaging. The Message concept is abstract, more concrete types of message are Event and Command.

Can a event driven architecture be implemented without messaging?

Events driven architectures can be implemented with or without messaging. Messaging is one way to communicate events raised by producers to consumers in a reliable, guaranteed manner.