the way I see it at least, polling is not a problem, Graphics work on frame loop, that means actions that have to repeat per frame , Unreal objects are constructed around this functionality , same way we have a World cycle that drawOn: methods work , then of course you have event loops etc. A signal mechanism would have been a callback functionality but frankly I dont think its necessary. My goal is to bring unreal closer to pharo , so that means I will use similar functionality to Morphic and Bloc for drawing to make easy for pharo guis to port to unreal because unreal is not only capable of 3d but also 2d graphics.
So the idea is when the frame loops starts , execute first what Unreal has to execute , then read a message qeue where pharo will register messages very similar to pharo messaging . I may allow Pharo to assign messages to specific frames. Those messages will call functions/methods of the Unreal API. Of course it can work vice versa so that Unreal becomes aware of the Pharo enviroment and callback pharo mehods etc and even Blender methods (for asset creation) and I could even hook on this message que many other applications essential to build a common language that apps and libraries can talk to each other without depending on specific implementation and wrapper APIs.
Thats the general idea , so far, open to redesign and rethinking depending on the obstacles I may face.��