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Actors and Component Architecture
Jason El-Massih edited this page Jan 27, 2016
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Bombast Engine uses a basic Entity Component System for actors.
Components can be created that allow associating arbitrary logic to an actor (ex. RenderComponent.cpp). These components can then be added to an actor via the actors xml declaration file.
A simple example can be found in the Physics Testbed's Sphere Actor. This actor has a Transform, Physics and MeshRender components associated with it.
An actors xml file defines the default values for the actor. Component attributes can be modified at runtime to allow unique values among instanced actor and programmatically adjusting values.