I keep coming back to the same architectural pattern for my games — robust, testable… @briangcronin.bsky.social covered a close variant in a YouTube talk, but there was no written article to point people to. So I wrote one, including my own reactive state twist.
samuel-bouchet.fr/posts/2026-0...
A game architecture that separates simulation from presentation. Commands in, events out, everything else stays outside.