Event Dispatch
Lloyd Dilley edited this page Apr 23, 2017
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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)?