Awperative Beta 1.0 Complete!

This commit is contained in:
2026-02-15 16:12:25 -05:00
parent 0e21432ffb
commit de8e9aca44
4 changed files with 36 additions and 24 deletions

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@@ -20,6 +20,13 @@ public abstract partial class Component : ComponentDocker
/// <summary>
/// If the component receives time events or not.
/// </summary>
public bool Enabled;
/// <summary>
/// Order for when Components are called on. Only applies between Components on the same Docker.
/// </summary>

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@@ -1,5 +1,7 @@
# Awperative Components
### Code and Documentation by Avery Norris
---
@@ -15,7 +17,7 @@ an Entity Component system involves 2/3 types of data.
- **Components** are what we actually care about, shockingly, they are the
"Component" in Entity Component System, and you can think about them as the actual
scripts or program in your Game, but a little more object oriented.
scripts or program in your Game, but a little more object-oriented.
- **GameObjects** are the parents components are glued to, in most Game Libraries and Engines
@@ -45,7 +47,7 @@ As of this current version, Awperative's **ECS** has taken on a different form t
One of the main **Awperative Principles** is **Generalization**; and during development it became clear
GameObjects are unnecessary, which caused them to be replaced by: the **Component**.
**Components** are a combination of the **GameObjects** and **Components** we discussed earlier. Awperative
While they are still called **Components**, Awperative's Components are actually a combination of the **GameObjects** and **Components** we discussed earlier. Awperative
does not implement many fancy features out of the box; because of that the traditionally useful GameObjects became
obsolete. Objects are also not built to be flexible like Components, leaving empty, nearly static objects floating in
our Scenes.
@@ -93,7 +95,7 @@ For any further documentation, please refer to the API section of our glorious w
## Examples and Good Practice
First let's see how we can recreate typical GameObject Component. I would most recommend using **Nested Components** to acheive this.
First let's see how we can recreate typical GameObject Component. I would most recommend using **Nested Components** to achieve this.
If we pretend we have implemented a few modules for basic transform profiles and sprite management, then we can easily make a basic movable sprite object.
Like so :
@@ -232,4 +234,4 @@ will cause logged errors, and possibly a runtime error/halt.
---
# End Of Documentation
### Written By Avery Norris
### Code and Documentation by Avery Norris