Scene management
The parts that make up your game
A world is your whole game. It holds one or more scenes, which you can think of as levels or regions. Each scene is a tree of nodes. Entities are nodes with components attached, and systems process those components every frame.
Scenes can also be assigned to cells on a grid and streamed in and out as the player moves around.
The glossary defines each of these terms.
In this section
- Entities & componentsCreating entities, adding components, and moving them.
- Writing a systemWrite a custom system in Hyperion Engine
- World streamingStream content into the world dynamically
- SwatchesVariations of your world, with different sets for lighting (or other properties)
