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author | Max-001 <80035972+Max-001@users.noreply.github.com> | 2024-09-12 17:08:36 +0200 |
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committer | Max-001 <80035972+Max-001@users.noreply.github.com> | 2024-09-12 17:08:36 +0200 |
commit | 4de2d802fcca20c4759e3bf1ce269dbee9c03b8a (patch) | |
tree | 3151cd544700057cc323109ea2c50dd0877b4a94 /research.tex | |
parent | 79e58533af8bf585d79f8d0b5ca675ff66712b80 (diff) |
Started GameObjects section
Diffstat (limited to 'research.tex')
-rw-r--r-- | research.tex | 5 |
1 files changed, 2 insertions, 3 deletions
diff --git a/research.tex b/research.tex index ca2afed..9f95428 100644 --- a/research.tex +++ b/research.tex @@ -195,11 +195,10 @@ 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 itself does/is nothing. \subsection{Conclusion} \section{Conclusion} |