Component Class Overview
Base class for authoring logic and data in the SceneGraph. Using components you can author re-usable building blocks of logic and data which can then be added to entities in the scene.
Components are a very low level building block which can be used in many ways. For example:
- Exposing engine level concepts like mesh or sound
- Adding gameplay capabilities like damage or interaction
- Storing an inventory for a character in the game
As components are generic there is no specific way that they must be used. It is up to the needs of your experience if you use one big game component or if you break up logic into many small components.
Classes deriving from component must also specify <final_super> to be added
to entities. This ensures the class will always derive directly from component.
Further subclassing of the initial derived component is allowed and does not require
specifying <final_super> on the derived classes.
Only one instance of a component from each subclass group can be added to an entity at a time. For example, given this group of components, only one light_component can exist on a single entity. To create multiple lights you should use multiple entities.
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