Entity: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(→‎See Also: Interwik)
(Corrected the categorization, according to the Visgroup categorization.)
Line 1: Line 1:
A object defined within the [[Source Engine]] as having characteristics which differentiate it from the world.
A object defined within the [[Source Engine]] as having characteristics which differentiate it from "the world" (world brushes).


There are three main types of entities:
There are three main types of entities:
* '''Brush entities''' are built from brushes and include things such as triggers, doors, and rain.
* '''Brush entities''' are built from brushes and covers its area of effect. They include things such as triggers, conveyor belts, and rain.
* '''Model entities''' are what most people think of as entities, and include static, dynamic, and physics-based props.
* '''Point Entities''' are created at a position point in the grid, and has no area of effect of its own, unless it is given a model.
* '''Nodes''' are created like point entities, and will together create a network that will aid the NPCs (See below.) to gain knowledge about their surroundings, making them smarter than their basic programming.
 
There are several sub-types of point entities:
 
* '''Logic entities''' are invisible entities that affect the game, including AI managers, lights, and choreography.
* '''Logic entities''' are invisible entities that affect the game, including AI managers, lights, and choreography.
* '''Prop entities''' are non-living objects that uses a model for its appearance and function. They can be static-, dynamic- or physics-based.
* '''NPCs''' stands for "Non-Playing Characters", and refers to all the living/robotic opponents and allies beside the player(s). They have predefined models and behavior AI of their own. {{todo|Vehicle drivers might be a possible exception that won't have a model. Please verify this.}}


See [[List of entities]] for detailed descriptions on specific entities.
See [[List of entities]] for detailed descriptions on specific entities.

Revision as of 01:43, 30 March 2006

A object defined within the Source Engine as having characteristics which differentiate it from "the world" (world brushes).

There are three main types of entities:

  • Brush entities are built from brushes and covers its area of effect. They include things such as triggers, conveyor belts, and rain.
  • Point Entities are created at a position point in the grid, and has no area of effect of its own, unless it is given a model.
  • Nodes are created like point entities, and will together create a network that will aid the NPCs (See below.) to gain knowledge about their surroundings, making them smarter than their basic programming.

There are several sub-types of point entities:

  • Logic entities are invisible entities that affect the game, including AI managers, lights, and choreography.
  • Prop entities are non-living objects that uses a model for its appearance and function. They can be static-, dynamic- or physics-based.
  • NPCs stands for "Non-Playing Characters", and refers to all the living/robotic opponents and allies beside the player(s). They have predefined models and behavior AI of their own.
    Todo: Vehicle drivers might be a possible exception that won't have a model. Please verify this.

See List of entities for detailed descriptions on specific entities.

See Also