I'll be soon implementing for the first time a Command pattern to catch general events about the world of the game I'm developing
Since I haven't found much info about this particular issue, I'm asking if it makes more sense to have a single 'catch-all' class which will eventually process any type of event or to offload events to different types of Queue
e.g. player related Commands will be offloaded to the Player class, enemies related commands will be offloaded to the Enemies class, and world/terrain related commands (such as chunk creation) will be handled by WorldGen
Normally, this would break the idea of having a 'receiver' object as a constructor parameter of an instance of a Command, but does having just a single 'catch-all' class more maintainable than partitioning the command handlers?
Is it maintainable in a convoluted game to have just a single catch-all class to execute every type of Command? Wouldn't it be easier to optimize the usage of more threads by having different command handlers?