Make component based #3

Open
opened 2024-01-02 13:58:33 +01:00 by Daniel · 0 comments
Daniel commented 2024-01-02 13:58:33 +01:00 (Migrated from git.elosia.mooo.com)

For the real engine, I should go with a component based approach (like Unity, ThinMatrix and others).

This means, a Mesh is a component, the position/transform is a (fixed) component etc.

Following the Unity analogy, every game object has a list of components. Each GameObject will be rendered (with at least the position, scale, rotation) and everything the components say. If an object has the Component "Mesh" the mesh will be rendered for example. The mesh therefore needs a material which in turn needs a shader (think about this once the engine is implemented)

This can further be used to easily implement logic, as on each update, the update of each component of every object is called

For the real engine, I should go with a component based approach (like Unity, ThinMatrix and others). This means, a Mesh is a component, the position/transform is a (fixed) component etc. Following the Unity analogy, every game object has a list of components. Each GameObject will be rendered (with at least the position, scale, rotation) and everything the components say. If an object has the Component "Mesh" the mesh will be rendered for example. The mesh therefore needs a material which in turn needs a shader (think about this once the engine is implemented) This can further be used to easily implement logic, as on each update, the update of each component of every object is called
Sign in to join this conversation.
No milestone
No project
No assignees
1 participant
Notifications
Due date
The due date is invalid or out of range. Please use the format "yyyy-mm-dd".

No due date set.

Dependencies

No dependencies set.

Reference
daniel/Engine_silk.NET#3
No description provided.