Make component based #3

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opened 2024-01-02 13:58:33 +01:00 by Daniel · 0 comments
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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
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for real engine
labels 2024-01-03 21:49:27 +01:00
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Reference: Daniel/Engine_silk.NET#3
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