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Lloyd Dilley edited this page Apr 23, 2017 · 1 revision

Unsorted things related to event engine:

  • Each entity has it's own Event Queue
  • Events can be processed by multiple threads
  • Exactly the same event object can be put into multiple queues.
  • Low level events like entity's Control State Changes, entity collisions, targeting, actions, timers,
  • System level events : entity creation,destruction,instance changes etc.
  • passing events to/from scripting language modules.
  • prioritizing events (discarding non-essential events when system is overloaded)
  • physics simulation 'ticks'
  • hard bounds on event processing times
  • complex event processing?
    • event pattern detectors (parts of NPC AI, world monitoring etc.)
    • detecting long-range patterns (up to 8h)?