- Which patterns?
- Observer/pub-sub (most common), mediator, simple delegate subscription. Each with pros/cons for different game scales.
- Target engines?
- Unity (C# events/UnityEvents), Godot (signals), plain JS (EventEmitter). Select your engine; output is engine-idiomatic.
- Should I use a library or roll my own?
- For small games, hand-rolled is fine and matches the generated output. For large games use established libraries (Signals in Unity, event bus patterns in Godot).
- Performance concern?
- Event systems are cheap at 10s of events. At 10,000+ per frame they become a bottleneck. Profile before optimizing.