events-system

Manage game system communication with a publish-subscribe event model.

Updated Aug 27, 2026
One-click install
npx skills add https://github.com/radical-beard/bestow --skill events-system
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: events-system
Source: https://github.com/radical-beard/bestow/tree/main/template/.claude/skills/events-system
Command: npx skills add https://github.com/radical-beard/bestow --skill events-system

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill enables decoupled communication between game systems, preventing tight coupling and making your game architecture more flexible and maintainable.

Core Features & Use Cases

  • Publish/Subscribe Model: Systems can emit events without knowing who will listen, and listeners can react to events without direct references to emitters.
  • Event Filtering: Subscribers can specify criteria to only receive events that are relevant to them.
  • Use Case: Implement a damage system where projectiles emit a "collision_3d" event, and the health system subscribes to this event to reduce entity health, while a scoring system might also subscribe to emit a "entity_damaged" event.

Quick Start

Subscribe to the "collision_3d" event using the provided example code.

Frequently Asked Questions about events-system

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I decouple game systems in Lua for better architecture?

A publish-subscribe event model decouples game systems by allowing systems to emit and listen to events without direct references, preventing tight coupling and making your game architecture more flexible and maintainable.

How does event filtering work for game communication?

Event filtering allows subscribers to specify criteria so they only receive events relevant to them, enabling targeted event handling and ensuring systems do not process unnecessary emissions.

Can I use a pub/sub model for inter-system communication in game development?

Yes, a pub/sub model supports inter-system communication in game development by allowing systems like health and scoring to react to projectile collision events emitted independently, fully decoupling event emitters from listeners.

What is the best way to manage event unsubscription in decoupled game logic?

Managing event unsubscription in decoupled game logic requires a system that explicitly tracks and handles listener removal, ensuring robust event emission and preventing memory leaks when systems are destroyed.

When do I need an event system for my game architecture?

You need an event system for your game architecture when multiple independent systems, such as health and scoring, must react to the same action like a 3D collision without creating direct dependencies between them.