- Entities (Entities\BaseEntity.cs)
- Almost everything you will see in any given scene will be an Entity. The
BaseEntity class is a generic class that allows similar access to all Entities in the game world. As an example, when you run the default example of the engine, you’re seeing a terrain, some cubes, and a sky,
all of those types of things are entities. Also, the camera that the scene is rendering from is an entity as well.
- Creating an Entity
- To get an Entity into the game world you must only create an Entity, and add it to the game’s Scene Manager.
- An example of creating an Entity can be seen in SampleScene.cs in the QuickStartSampleGame_Windows project. In the BoxStack() function you will see a line like this:
- What this does is creates a new Entity, tells it which game it is attached to, gives it a position, a rotation, and a scale.
- If you want to manually add an entity to a scene, you can use this method.
- You can also create entities from the EntityDefinition XML file (which we'll go over soon). All the entities in the sample that comes with the game are loaded this way.
- You now have a box in the game world. However, these two steps alone are not enough for you to see the Entity, because it doesn’t have a model from which to be rendered. You will find this step out soon.
- EntityLoader (documentation pending)
- Creating Entities and Components with XML
BaseEntity functionality (documentation pending here)