class
GameObjectSystem
Summary
Allows creation of a system that always exists in every scene,
is hooked into the scene's lifecycle,
and is disposed when the scene is disposed.
Derived Types
GameObjectSystem<T>
Purpose
A good example of this is the animation GameObjectSystem. Instead of animating each component individually, we can do them all together in a thread. This is obviously much faster, but it also means that all of the bones get worked out at a set time during the frame.
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