Connecting Actors
To make an entity in Leadwerrks3D behave, you can drag a script from the asset browser to the actors list in the entity properties editor. Each entity can have multiple scripts attached to it. Each script can have different variables exposed, with control for the GUI they are displayed in. For example, you can specify upper and lower limits of a spinner or a list of choices for a drop down box. Each script attached to an entity, along with its set of properties, is called an "actor" because...it acts.
To handle the interaction of different actors, a flowgraph is used. You can drag actors from the entity properties editor into the flowgraph editor. Each actor has inputs and outputs defined in its script. You can connect the output of one actor to the input of another. For example, you can connect the "tick" output of a timer script to the "Resume" output of a mover script, to make the mover translate and rotate an entity at regular intervals when the timer ticks:
I hope this makes it more clear how entity interactions can be handled in Leadwerrks3D, even without programming. With this system, we're all working on one big game together, and we can share functional objects without any difficulty.
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