In the end, the pre-defined priorities are interpreted by the compiler as one byte each. Making it an integer will not have any measurable difference in the efficiency of your software. What will affect the code’s efficiency is the mutli-threading support. Whenever you call an event, there is some synchronisation that has to be performed. It is a constant overhead that is not even needed for most projects. For instance, if it is possible to register all event listeners at the beginning of the game and know you will not have to dynamically register/unregister more listeners during the game, you can disablle multi-threading support.
Great to see you are using the code in your project, Ground Branch. I took a look at it and it’s shaping up nicely.
Cheers,
Univise