# Signal

A signal is an easy way to emit events and listen for them. You can use signals in your game for example to tell listeners, that something exploded.

A while back I came across this neat article about a good C++11 signal system: Performance of a C++11 Signal System (opens new window) typed-ecstasy uses typed-signals (opens new window), a TypeScript port of said article.

# Built-In Signals

typed-ecstasy uses signals in the EntityManager, specifically:

These will be emitted when an entity gets added/removed to/from the engine or a specific family.