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 \(colliders, velocities, AI paths, etc\.\).
DirectionalWind Adds a constant directional acceleration to all particles — a world-space wind or conveyor-belt force. Behaves like a second gravity axis.
LifetimeFractionSubEmitter Pairs a normalised lifetime fraction with a SubEmitterConfig that fires once per particle when the particle's elapsed fraction crosses the threshold. Assign instances to LifetimeFractionSubEmitters.
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.
ParticleSystem System that updates and renders particle emitters.
ParticleSystem.SubEmitterState
PointAttractor Pulls or pushes particles toward/away from a world-space point.
RectangleShapeComponent Renders a filled rectangle centered on the entity's transform position.
ShapeComponent Base class for all rendered primitive shapes. Add a concrete subtype \([RectangleShapeComponent](RectangleShapeComponent/index.md 'Brine2D\.Systems\.Rendering\.RectangleShapeComponent'), [CircleShapeComponent](CircleShapeComponent/index.md 'Brine2D\.Systems\.Rendering\.CircleShapeComponent'), [LineShapeComponent](LineShapeComponent/index.md 'Brine2D\.Systems\.Rendering\.LineShapeComponent')\) 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.
SubEmitterConfig Describes a secondary burst of particles that ParticleSystem spawns at the position where a parent particle dies or spawns. Assign one or more instances to DeathSubEmitters or BirthSubEmitters. Each SubEmitterConfig is self-contained: it carries its own visual and physics settings and does not require a separate entity or component in the ECS. The ParticleSystem creates a transient SubEmitterState internally and drives it for the lifetime of those sub-particles.
Interfaces
IParticleForce Applies a per-frame velocity delta to a particle during the update pass. Implement this interface and add instances to Forces to extend particle physics beyond gravity and turbulence.
Enums
EmitterShape Shape of particle emitter spawn area.
TrailMode Controls how particle trail history is rendered.