In this chapter, we learned how the actor system functions and created custom actors in C# and C++. By looking at the input and camera systems, we'll be able to handle basic player input and view setups.
You should also have a good understanding of the use cases of Mannequin, and how to set up custom entities to utilize them.
We now have all the core functionalities required for a game: flow nodes, entities, game rules, and actors. In the following chapters, we'll build upon existing knowledge and go into detail on how these systems can be used together.
If you want to continue working on actors before moving on, feel free to try and implement your own actor customized for a new scenario; for example, an isometric camera paired with basic RPG player elements.
In the next chapter, we'll be using the knowledge learned on actors to create Artificial Intelligence (AI).