What is the general game control flow?

I want to know what is the flow of the logic when you come the game layer.

I’ve used Unreal engine and it had some classes dedicated to logical flow of the code like GameMode to define game rules , PlayerController to define Player Interaction like network and input and Pawn to represent an object that interacts with game world objects. Apart from that there are core classes like Actor which means anything that can be placed in the editor , and component which means a part of the Actor and finally the world class that contained everything in the rutime game map. The flow was World -> Gamemode ->Playercontroller ->pawn

I’m looking for the equivalent setup and control flow in lumberyard, can anyone shed some light on what is the general architecture of lumberyard on a game level? like what is an entity , component and actor in lumberyard ?

What is the flow of control where the does the level code start and how does it interacts with player input and network.

what are the core classes?

Hi @CommanderShepard and welcome to the forums!

There are two general flows, the first is the legacy
CryEngine flow that the Legacy GameSDK project uses heavily. This
includes a Game class, a Game Rules class, a player Actor that is controlled by
an input extension and the viewport that is updated by a view extension
(extensions are like components). The player’s Actor is the player
controller and is tightly coupled to the networking system. There isn’t
really a concept of separation of player controller and controllable Actors
(Pawns). The overall flow looks more like Game -> GameRules ->

Legacy core classes

Game – level loading, setup game rules etc.
GameRules -
extends IGameRules, create player’s Actors, enforce some kind of gameplay
Entity - entity equivalent
extension for entity that you can attach GameObjectExtensions to
- component equivalent
Actor - specific type of GameObjectExtension for characters/players

The second flow is in preview and will be a flexible
structure/flow allowing for all types of games and simulations. This new
system is made up of modules, entities, components and slices. The core engine is
made up of modules that provide typical functionality like networking, input,
rendering etc. and can be extended by additional modules defined in gems. Your game world and game objects can now be
composed of entities with components so you are free to use the design that
suits your game the best. This new system is flexible enough that you
could implement a similar flow as the UE4 flow system. The overall flow for this new system is more comparable to Unity than UE4 and looks more
like Module -> Core Game Entities/Components -> World Game

Preview core classes

Module - exposes components and defines dependencies on
other modules
Entity & Components
Slices - essentially prefabs that support nesting/cascading, these contain entities, and references to other slice instances