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authorMax-001 <80035972+Max-001@users.noreply.github.com>2024-09-12 17:08:36 +0200
committerMax-001 <80035972+Max-001@users.noreply.github.com>2024-09-12 17:08:36 +0200
commit4de2d802fcca20c4759e3bf1ce269dbee9c03b8a (patch)
tree3151cd544700057cc323109ea2c50dd0877b4a94
parent79e58533af8bf585d79f8d0b5ca675ff66712b80 (diff)
Started GameObjects section
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@@ -195,11 +195,10 @@ for audio some options could be: FMOD, Wwise, or iirKlang
\section{Conclusion}
\section{Gameobjects/components}
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\subsection{Introduction}
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+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}
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+A gameObject itself does/is nothing.
\subsection{Conclusion}
\section{Conclusion}