aboutsummaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorLoek Le Blansch <loek@pipeframe.xyz>2024-09-12 19:43:16 +0200
committerLoek Le Blansch <loek@pipeframe.xyz>2024-09-12 19:43:16 +0200
commitfb493a07f78197e93622851bd52569da89461784 (patch)
treeb2f43ca6d9672f0cdca8d431a5c0aadbc9713c00
parent4035609492877364e90e14e6a8c59c4424ddee64 (diff)
parentf7f4849f1ca92f3b0689e4eacb60291d1306d865 (diff)
Merge branch 'max/research' of github.com:lonkaars/crepe-docs
-rw-r--r--research.tex11
1 files changed, 9 insertions, 2 deletions
diff --git a/research.tex b/research.tex
index ca2afed..8f368a1 100644
--- a/research.tex
+++ b/research.tex
@@ -195,11 +195,18 @@ for audio some options could be: FMOD, Wwise, or iirKlang
\section{Conclusion}
\section{Gameobjects/components}
-
\subsection{Introduction}
-
+One of the requirements of our customer, is that the game engine's structure is similar to Unity. The customer has created a class diagram of the game engine's API, which is (of course) very similar to Unity. One of the most important parts of the class diagram is a so-called gameObject (with several components). It's needed to understand the exact meaning/function of these gameObjects, that's why this research question arose.
\subsection{Findings}
+A gameObject is the most important concept in Unity. Every object in a game is a GameObject, from characters and collectible items to the lights, cameras and special effects. However, a gameObject itself can't do anything on its own. A gameObject needs to be given properties before it can become a character, an envirnment, or a special effect. https://docs.unity3d.com/Manual/GameObjects.html
+
+A gameObject can be seen as a container for components. Components are the properties of the gameObject. A few examples of components are sprites, animators, audioSources, and so on. Multiple (different) components can be assigned to a single gameObject (e.g. a sprite and an audioSource).
+
+Since we now know that a gameObject needs components to do something, it's obvious that there should be a way to add components to a gameObject. Some components (e.g. the behaviorScript component) should also be able to reference to its gameObject.
+
+Each gameObject always has one transform class. The transform class describes the position, rotation, and scale within the scene. Some component use this information to e.g. scale a sprite. Other components eddit this information to e.g. model gravity. https://docs.unity3d.com/Manual/class-Transform.html
+A gameObject can have one (or multiple) children gameObject(s). All children gameObjects, of course, also have one transform class. However, the position, rotation, and scale of this class, is always the same as the child's parent. A child can not have more than one parent. https://docs.unity3d.com/Manual/class-Transform.html
\subsection{Conclusion}
\section{Conclusion}