In this article we will learn how components resolve their dependencies with other components and how the custom attribute [RequiredComponent] works.
Entity and Components
As you know, an Entity represents a logic element of our game and it is an empty box where you can put component insides which define what the entity can do.
The logic hierarchy is handle by the EntityManager which stores the struct of all the entities in our scene. For example:
Continue reading How components resolve their dependencies
In this article we will describe how the WaveEngine initialization cycle is. It is very important to know this in order to avoid issues inserting some loading code in the incorrect method.
We will create a new project to analyze how this works.
Continue reading Wave Engine initialization cycle
In the next Wave Engine version, we are introducing a new feature that can help improving your productivity.
We have decided to add relative entity path in our engine, allowing to obtain an entity just knowing its path from another entity.
This will be really helpful when you’re creating components that reference other entities and:
- You don’t know the target entity’s absolute path.
- Your component is used several times in your scene.
- You want to make your component / entity reusable.
Continue reading [Working on] Relative entity paths