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People were asking about Item 2.0 and how that actually makes it into 3.0. What is Item 2.0?

TL;DRItem 2.0 moves entity properties into a component system so everything becomes an item that can share features like armor values, item ports and weapons, letting complex components be added to many item types.

Sean TracyTechnical Director of Content

I want to explain what Item 2.0 is because, again, this comes up so much and it sounds so nebulous. Like, oh, Item 2.0 is new items. What happened within the engine was that, again, with the level concept, we also had an entity concept, so that you place a bunch of objects in the world, and those are entities. Those entities have a very specific set of properties, and this is the animated object entity. So if you're going to animate an object, this is the object you use. If you're going to put a character down, that's an AI human entity. If it's a water volume, well, there you go. You put a water volume entity in. What Item 2.0 is, is it pulls us away from these preset kinds of entities, and it moves all those properties into a component system. So what this really means is that everything becomes an item. But then there's features that each of these items can share. A good example is a character item is very similar now to a ship item, because they can carry armor values. They can carry item ports. They can carry weapons. They can carry all their damage modification and ammo modification stuff. So we can put those components onto this kind of, let's call it a global entity, or let's call it a generic-type entity. So that way, when we get some pretty complex components, we can actually just plug them in and not worry about, okay, well, we need to be able to do that on that entity, we need to be able to do that on this entity. It's actually just a matter of making that one component, and those can be added to a whole huge set of different items.

So I don't know, maybe that went a little too long. It didn't really explain the item to another thing, but it's a componentized entity system, which is what Lumberyard has. And it's a super important thing to have. And it's funny because a lot of engines already have this. And when we had started with Crytek, it was never really set up as that. And even within Crytek, we had tried to do that a long time ago, but it's very, very difficult.

Happy Hour›w/ Sean Tracy·
Published on this date.20 Jan 2017