23 lines
1.2 KiB
Markdown
23 lines
1.2 KiB
Markdown
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# The Scene
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There are a multitude of representations of your entities in the engine. The two most prominent are the entity system, where entities can be master or thrall to a master. And then there is the physics view, which is mostly flat, where objects are all part of a "world", but can be connected to one another via various physics constraints:
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- Pin joints, rigidly connected
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- Slide joints, with a mix or max distance
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- Pivot points, stuck to position but allow rotation
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- Groove joint
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- Damped spring
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- Damped rotary spring
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- Rotary limit
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- Ratchet joint
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- Gear joint
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- Simple motor
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The most common sort of connection will be master and thrall. When editing, this relationship allows for simple
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## Entity vs Global
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The physics engine stores all objects on the global level. The center of the world is [0,0]. Physics does not handle scaling at all.
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The master/thrall relationship is closer to a scene graph. When the master moves, its thralls move, and their thralls move, etc. When a master scales, it is the same.
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When the game starts simulating, objects ignore their parent relationship after they are created. They become only part of the world and simulate as such.
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