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Understanding Engine Architecture Print

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How engines are organised.

WHAT A SCENE IS

The collection of objects currently active.

WHAT AN ENTITY IS

An object in the world, with a position and behaviour.

WHAT THE COMPONENT MODEL IS

Entities composed of attached components providing capability, rather than deep inheritance.

WHY COMPOSITION BEAT INHERITANCE HERE

Game objects combine capabilities in arbitrary ways, which inheritance hierarchies cannot express.

WHAT THE UPDATE ORDER IS

The engine calling registered behaviours each frame, in a defined sequence.

WHY THAT ORDER MATTERS

Behaviours depending on each other break when the order changes.

WHAT TO NEVER RELY ON

Implicit ordering between independent components.

WHAT THE LIFECYCLE CALLBACKS ARE

Creation, activation, per-frame update, fixed update, and destruction.

WHAT TO PUT IN FIXED UPDATE

Physics and anything requiring consistent timing.

WHAT ASSET REFERENCES ARE

Links to content loaded from disk.

WHAT LOADING STRATEGY AFFECTS

Startup time and memory.

WHAT TO LOAD LAZILY

Anything not needed immediately.

WHAT A PREFAB OR SCENE TEMPLATE IS

A reusable configured object, instantiated many times.

WHY IT MATTERS

Changing one definition updates every instance.


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