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Well as I said having some logic executed by an animation would be doing things backwards... Most of the points in the article are about using an event driven
by everyone 8y ago
Well as I said having some logic executed by an animation would be doing things backwards...
Most of the points in the article are about using an event driven architecture in the world of distributed systems, where the messages triggering events are delayed by a certain amount, can be lost, malformed, or different to what the receiver expects.
None of that applies to a single program running on one machine.
Thats why using an event driven architecture for a game is so great. I never have to worry about most of the stuff in the article. Also (as opposed to the more common Update driven model) if I do a good job its possible for my games logic to be flawless, it can be impossible for it to be in an illegal or weird state.
So an event driven architecture in a game is fantastic for that reason, and the article is quite useless when it comes to event driven architecture in games. I'm sure its fine for event driven architecture in distributed systems, but the title is certainly too broad.
Like with many of the articles posted here, CRUD / web devs forget there are other fields of programming.