Manipulating Entities (Adding,Removing, Assigning)

It’s me again.
I should have a bloody nose from running into a wall this often.
Generally, I just have a hard time figuring out the Entity and Scene system due to lacking documentation and I find myself, looking at the source code, more often than I’d like.

Is there a guide or better documentation for the engine [as of now 1.3], than the one provided here?:
http://doc.paradox3d.net/1.3/?page=main

Or can someone please explain to me, how all of this works (purely from the code/IDE side - I’m not using the studio if I can help it)?

What specifically are you looking to find out? :slight_smile: . And I guess also what sort of game are you making?

Isn’t it clear? All entities life cycle pure from code, not paradox editor.

Nothing specifically, since I usually manage to figure it out after a lot of tinkering and looking through the source code, but it’s taking jsut a tad too long to do that for every single time I’m in doubt.
I’m really interested in scene and entity guides, from a code perspective (within the VS IDE).
As I type this, I’m trying to figure out how to set up a Scene and add entities to it (and manage entity components). I’m partially aware of how to do it and I know how it’s all set up (hierarchically), just a bit confused when it comes to using the correct methods. :smile:

[EDIT] I’m not making a game per se, just working on an orbital mechanics simulator, while trying to test the limits of the engine (graphics-wise).

[UPDATE]

So I’m slowly getting a hang of this. Seems my original problem lies in the pseudo names of the entity and component classes (couldn’t quite figure out what was what and where it belonged), also, messing around with all the methods and figuring it out by trial and error is a huge time consumer (as it always is), but I’m slowly getting there.

IF I somehow end up mastering it, I owuld like to share this information with everyone and help out the community. How does one go about doing just that?

[my original post is still relevant in this regard]