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@@ -21,11 +21,10 @@ This approach also solves many update order dependencies issues (just need to or
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Here is some examples of entity processors:
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-- @'Stride.Engine.TransformationProcessor': Compute transformation matrices from hierarchy and local transformation stored in @'Stride.Engine.TransformationComponent'.
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-
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- As a result, @'Stride.Engine.EntityManager' can be used as a hierarchical scenegraph instead of a simple entity list.
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+- @'Stride.Engine.Processors.TransformProcessor': Compute transformation matrices from hierarchy and local transformation stored in @'Stride.Engine.TransformComponent'.
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+ - As a result, @'Stride.Engine.EntityManager' can be used as a hierarchical scenegraph instead of a simple entity list.
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- @'Stride.Engine.MeshProcessor': Add @'Stride.Engine.ModelComponent.Model' to rendering.
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-- @'Stride.Engine.LightProcessor': Collects and update lights, and transfer it to rendering system. It can hides implementation details (deferred or forward rendering, etc...)
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+- @'Stride.Rendering.Lights.LightProcessor': Collects and update lights, and transfer it to rendering system. It can hides implementation details (deferred or forward rendering, etc...)
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## Entity System
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@@ -45,5 +44,5 @@ foreach (var entity in engine.EntityManager.Entities)
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@'Stride.Engine.EntityManager' can be used to enumerate its `Entities (ref:{Stride.Engine.Entity})`. Note that children of a given entities will also be in this list.
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-To manipulate entities as a scenegraph, refer to @'Stride.Engine.TransformationComponent' class.
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+To manipulate entities as a scenegraph, refer to @'Stride.Engine.TransformComponent' class.
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