5 minutes
Assemble the Dogfight
You built a dozen components across eight lessons and tested each one alone: a gun with nothing to hit, a hitbox with nothing shooting it, a brain with no missiles, a missile with no clock to recycle it. Load the scene now and most of it already plays. But you haven't checked whether the pieces work together — two fighters circling you at once, your tracers chipping their wings while a missile hits a fuselage, their return fire knocking parts off your ship. This lesson checks that, and confirms the file you've been building matches the real combat scene, entity for entity.
Nothing new to paste
You don't need to add an entity. Enemy2 arrived when you gave the enemy a brain. The player got its last combat component, the missile rail, two lessons back. The running scene is already complete. Here is what the Player entity carries now, on top of the Course-1 flight stack:
The finished scene holds nine entities and 52 component placements. World carries KeyboardInput, MouseInput and SpaceDust. Ambient holds a hemispheric light. Camera holds the 6-DOF lens and chase rig. Player holds the flight stack plus that combat trio. Enemy1 and Enemy2 each fly the same flight stack under an AiPilot. Both are marked Enemy and built from the kilrathi loadout. Each also carries its own MachineGun and a GLB Renderable. The last three entities are the pool blueprints — Bullets, Missiles, and Debris — the pre-built slots the guns, launchers, and death splits draw from. This is the combat part of Spaceshooter's real SpaceshooterFlight scene. It leaves out every asteroid, oil blob, freighter, waypoint, and mission director. Course 3 adds those.
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Every lesson, the runnable examples, and the finished build — yours to keep.