ENTITY* john = ent_create(SPHERE_MDL,vector(0,0,0),NULL);
ENTITY* bill = ent_create(SPHERE_MDL,vector(10,0,0),NULL);
if (vec_dist(&(john->x),&(bill->x)) > 100)
bill->x += 10;
You can also create the GameObject.Find function easily in Gamestudio with the help of ent_next. All this has nothind to do with components.
Ok but you can not write, for example
John.Animate()
or
bill.LookAt(john)
On th contrary the class Actor contains everything you would expect from an actor ( a character )
same as he class Camera or light or terrain etc
This makes the code much more intuitive and clean
Anyway superku is right a comparison Unity /3dgs is off topic
My question was
Can anybody describe in few words UE4 architecture ?