Scene Graph Components
A component is a reusable piece of behavior/data you attach to an entity: a mesh component makes it visible, a Verse component adds logic. Compose an entity from the components it needs.
Think of an entity like a treasure chest with empty slots. A component is one brick you snap in: a mesh brick makes it visible, a sound brick makes it ring, a Verse brick gives it logic.
Picture a blueprint stamping out a platform. The mesh component is what you see; your custom Verse component is the brain that decides when it disappears.
We define our own component called blinker. Its OnBeginSimulation runs when the entity comes alive. Inside, we reach onto our own Entity and grab its mesh_component, then call Disable to make the platform vanish.
Build entities by composing the components they need — mesh for looks, Verse for behavior.
blinker := class<final_super>(component):
OnBeginSimulation<override>():void =
if (Mesh := Entity.GetComponent[mesh_component]):
Mesh.Disable()
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