Skip to content

Brine2D.Systems.Rendering Namespace

Definition

Namespace: Brine2D.Systems

Classes
CameraFollowComponent Component that makes a camera follow this entity. Used by CameraSystem to control camera position.
CameraSystem System that controls cameras to follow entities. Bridge between ECS and Rendering - lives in Brine2D.Systems.Rendering.
CircleShapeComponent Renders a filled circle centered on the entity's transform position.
CrossFadeGhost Captures the outgoing sprite state for a cross-fade blend. Held on CrossFadeGhosts while a fade is in progress and rendered by SpriteRenderingSystem as a second draw call at fading-out opacity.
DebugRenderer Renders debug visualization for entities (colliders, velocities, AI paths, etc.).
LineShapeComponent Renders a line between two local-space points, offset from the entity's transform position. Line color is controlled by Brine2D.Systems.Rendering.ShapeComponent.FillColor; line thickness by Brine2D.Systems.Rendering.ShapeComponent.OutlineThickness.
Particle Individual particle data. Position, velocity, and other properties are managed by ParticleSystem.
ParticleEmitterComponent Component for particle emission and rendering. Lives in Brine2D.Rendering.ECS because it's rendering-specific.
ParticleSystem System that updates and renders particle emitters. Lives in Brine2D.Rendering.ECS because it's the bridge between ECS and Rendering. Now supports textures, rotation, and trails!
RectangleShapeComponent Renders a filled rectangle centered on the entity's transform position.
ShapeComponent Base class for all rendered primitive shapes. Add a concrete subtype (RectangleShapeComponent, CircleShapeComponent, LineShapeComponent) to an entity — do not use this type directly.
SpriteComponent Component for sprite rendering data. Contains all information needed to render a sprite. Rendering logic is handled by SpriteRenderingSystem with batching.
SpriteRenderingDebug Debug overlay for sprite rendering performance statistics. Shows batching efficiency and culling effectiveness.
SpriteRenderingSystem System that renders all entities with SpriteComponent. Uses batching for optimal performance on both Legacy and GPU renderers. Includes frustum culling to only render visible sprites.
Enums
EmitterShape Shape of particle emitter spawn area.