ActorComponent
The engine follows an Entity-Component pattern inspired by game engines like Unity and Godot:
- Entity → Actor — a node in the scene tree with a transform, but no logic or rendering on its own.
- Component →
ActorComponent— a modular piece of data or behavior attached to an actor. Each component adds one responsibility (rendering, physics, scripting, etc.).
An actor gains its capabilities entirely through the components attached to it. For example, the same actor can display a 3D model by attaching a ModelRenderer and react to player input by attaching a custom Behavior. This composition-over-inheritance approach keeps each piece small, reusable, and testable in isolation.
The engine ships with several built-in components:
| Component | Role |
|---|---|
| ModelRenderer | Renders a 3D model (OBJ, FBX, glTF) |
| SpriteRenderer | Renders a 2D sprite / spritesheet |
| TextRenderer | Renders 3D text |
| Camera3DControls | First-person camera with WASD + mouse look |
| Behavior | Custom scripting with lifecycle hooks and decorators |
Attaching components
Components are added to an actor with addComponent or addComponentAndGet:
const actor = new Actor(world, { name: "Player" });
actor.addComponent(ModelRenderer, {
model: knightModel
});
actor.addComponent(PlayerBehavior);When constructed, a component automatically registers itself on the actor's components list and is queued for its first start() call on the next frame.
Lifecycle
Components follow a lifecycle managed by the scene engine:
| Hook | When it runs |
|---|---|
awake() | Once, when the scene starts or when the actor is added |
start() | Once, on the first frame after the component is created |
fixedUpdate(deltaTime) | Every fixed step, at a constant rate (default 60 Hz). Use for physics and deterministic logic |
update(deltaTime) | Every frame, receives the elapsed time in seconds. Use for rendering-related logic |
destroy() | When the actor or component is removed from the scene |
Components that define update() or fixedUpdate() are automatically registered for per-frame updates via the needUpdate property. Setting needUpdate = false on a component removes it from the update loop without destroying it.
API
export type StrictComponentEnum =
| "ScriptBehavior"
| "Camera"
| "VoxelRenderer"
| "SpriteRenderer"
| "ModelRenderer"
| "TextRenderer";
export type FreeComponentEnum = StrictComponentEnum | (string & {});
interface ActorComponent {
/** Sequential numeric identifier (per component class). */
id: number;
/** Persistent random hex identifier (16 characters). */
persistentId: string;
actor: Actor;
typeName: FreeComponentEnum;
/**
* When true, the component receives update() and fixedUpdate()
* calls. Automatically set when the component defines either
* method. Set to false to pause updates without destroying.
*/
needUpdate: boolean;
/** Shortcut to `actor.world.context`. */
get context(): TContext;
isDestroyed(): boolean;
/** Returns `"$typeName:$id-$persistentId"`. */
toString(): string;
// Remove the component from its actor
destroy(): void;
}Accessing game context
The context getter provides a convenient shortcut to the game instance context without navigating through actor.world:
class PlayerBehavior extends Behavior {
update() {
const { score } = this.context;
}
}Events
ActorComponent extends EventEmitter and emits:
| Event | When it fires |
|---|---|
metadataInitialized | After all decorator metadata (properties, signals, component refs) has been resolved |