Architecting for a console state machine requires treating your game less like a standard desktop application and more like a real time embedded system—much like managing hardware interrupts, device hot plugging, or DSP buffer states on a custom hardware synth or groovebox.
Bevy’s Entity Component System (ECS) and its robust States implementation are perfectly suited for this, allowing you to instantly gate behavior without polluting your gameplay code with hardware checks.
Architecting for Hardware Interrupts
Instead of polling for hardware changes deep inside your game loops, you broadcast OS level interruptions as distinct state transitions.
The in state Run Condition
The core of your architecture should rely on Bevy's SystemSet s combined with the .run if(in state(...)) run condition. By grouping your physics, input parsing, and gameplay logic into a unified GameplaySet , you can instantly freeze them when a hardware interrupt occurs.
rust
app.configure sets(