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. |