| 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 |
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| 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. Sprites with an unloaded TexturePath are lazily loaded \(and cached\) the first time they are rendered; LoadTexturesAsync\(IEntityWorld, CancellationToken\) remains available as an optional preload/warm-cache call to avoid a load hitch on first appearance. |
| 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. |