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vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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| NVkm | |
| NEngine | |
| NAssetSerializer | Serialize / deserialize the asset graph referenced by a Scene |
| CEntityAssetRefs | Every asset reference a set of entities holds, as an assets block would name it |
| NAtmosphere | |
| CCoefficients | The air's coefficients under an authored sky, per metre at sea level |
| NComponentSerializer | Per-component (de)serialization to JSON |
| CAssetRefs | Every asset a set of components references, one list per kind |
| CUnresolvedRef | An asset name a load failed to resolve, and the field it was read from |
| CUnresolvedScope | Bounds one component load's share of the unresolved list |
| NMath | |
| CAABB | An axis-aligned box |
| CFrustum | View frustum for culling: six planes from a view-projection matrix |
| CRay | A half-line in world space |
| CRng | PCG32 pseudo-random generator (O'Neill, 2014) |
| NReflect | |
| CEnumNames | Maps an enum to its value-ordered names |
| CField | One (name, pointer-to-member) pair, the unit of compile-time field reflection |
| CTraits | The reflection trait, specialised per type by VKM_REFLECT_BEGIN / VKM_F / VKM_REFLECT_END |
| NSolverMath | |
| CSoftConstraint | The three numbers that make a correction a stiff, damped spring |
| CAnimation | Component representing an animation that can be applied to an entity |
| CAnimationClipAsset | A baked animation: every bone's keys, in six flat arrays |
| CAnimationEvent | A rig's playback head crossed one of its clip's markers this tick |
| CAnimationSystem | Advances every Animation component and writes its result into the entity's local Transform |
| CAnimationTrack | Keyframes of type T sorted by time, sampled through an easing curve |
| CAnimator | What drives a rig: the skeleton, the clip playing on it, and the playback position |
| CAssetFactory | The io<->tools recipe-import seam: one import per kind that cooks to a binary |
| CAssetLibrary | In-memory view of the on-disk asset database manifest |
| CAssetRecord | One row of the manifest: an asset's identity, and what it was cooked from |
| CAssetRef | An authored reference to an asset, held as the name it is filed under |
| CAsyncLoaderSystem | Drains the AsyncLoadQueue once per frame and finalises completed asset loads |
| CAsyncLoadQueue | Thread-safe drop-box for async-loaded assets awaiting main-thread finalisation |
| CAudioClipAsset | A sound: fully decoded interleaved PCM, plus the rate and layout it was written at |
| CAudioDevice | The engine's whole surface onto the audio backend |
| CAudioListener | The ear: the pose every spatial source is heard relative to |
| CAudioSource | A sound emitter: one clip, how loud, and where it is heard from |
| CAudioSystem | Turns AudioSource and AudioListener components into what the mixer hears |
| CBackendInfo | Human-readable backend identity, for a status display |
| CBehavior | Base class for native C++ gameplay behaviors |
| CBehaviorContext | Everything gameplay code may reach, bundled behind one pointer |
| CBehaviorFieldVisitor | Type-erased visitor over a behavior's reflected authoring fields |
| CBehaviorRegistry | Name -> factory registry for Behavior subclasses |
| CBehaviorSystem | Drives the lifecycle of every entity's ScriptComponent behaviors |
| CBitReader | Reads back what a BitWriter wrote, in the same order |
| CBitWriter | Packs values to the bit into a byte buffer |
| CBodyContacts | What one tick's contacts add up to for one body, in the two reductions Rigidbody publishes |
| CBodyFrame | Per-tick body state cached at gather: mass properties, and the frame writeback maps through |
| CBodyIslands | Disjoint sets over the tick's bodies, for grouping what rests together |
| CBodyPose | Where a body sits in the world, and the frame that maps back to local |
| CBone | One joint of a rig: its authoring name and the index of its parent |
| CBoneAdjust | What a behavior adds to one bone on top of the clip, this frame |
| CBoneSocket | Carried by a weapon, a hat or a muzzle flash to ride a bone of the rig it hangs off |
| CBoneSocketSystem | Places every entity carrying a BoneSocket on its bone, from the pose SkeletalAnimationSystem published this frame |
| CBoxShape | An oriented box in world space: centre, three unit axes, half extents |
| CBus | Listener list plus deferred-event queue for a single event type |
| CCamera | Component representing a camera, containing projection and view parameters |
| CCameraData | Flattened camera for the frame |
| CCapsuleShape | A capsule in world space: a segment swept by a radius |
| CCharacterController | Turns a desired direction into velocity on a Rigidbody, and reports what the body stands on |
| CCharacterControllerSystem | Drives every CharacterController's Rigidbody from its moveInput, and resolves what it stands on |
| CClipBone | The three channel ranges belonging to one bone of the clip's skeleton |
| CClipChannel | One bone's keys for one channel, as a range into the clip's flat arrays |
| CClipMarker | A named instant a clip announces as its playback head reaches it |
| CClipSamples | A clip's interleaved PCM, shared with every voice playing it |
| CClock | The engine's frame clock: real + simulation time and the fixed-step accumulator |
| CCollider | Collision geometry attached to an entity, evaluated in its Transform frame |
| CColliderPart | One primitive of a collider, in the entity's local frame |
| CColliderProxy | Broadphase and narrowphase view of one collidable body, cached per tick |
| CCollision | One entity's view of a CollisionEvent, as its behaviors' collision hooks receive it |
| CCollisionEvent | A resolved (non-trigger) contact between two bodies began, lasted or ended this tick |
| CContact | A single collision contact point in world space |
| CContactCache | What held each contacting pair when the last tick finished |
| CContactManifold | Contacts between one pair of bodies for a single tick |
| CDecal | A projected decal - bullet holes, blood, scorch marks |
| CDecalData | Flattened projected decal for the frame: the material lands on surfaces inside the box |
| CDynamicLibrary | Cross-platform handle to a loaded shared library (.dll / .so) |
| CEditorRenderHooks | What a backend may offer an authoring tool beyond drawing the frame |
| CEngine | Engine context: owns core state and runs the main loop |
| CEngineErrorLog | Bounded log of recoverable engine errors, for a host to surface |
| CEntityId | Names one entity of one Scene, for as long as that slot holds it |
| CEntityMapping< R(A)> | Maps entities to one carrier's names for them, or back |
| CEnvironment | The scene's lighting environment: sky, night sky and fog |
| CEventBus | Typed pub/sub event dispatcher |
| CEventSender | The sending half of an EventBus: emit and enqueue, and no subscribe |
| CFaultLatch | Names a recurring fault once per gap rather than once a frame |
| CFogSettings | Froxel volumetric fog: a compute pass scatters the scene lights through a height-falloff medium and applies it to the frame |
| CFontAsset | A TrueType font baked to a signed-distance-field atlas |
| CFontGlyph | One glyph's atlas placement and layout metrics, in baked pixels |
| CFrameContext | Per-frame state bundle passed to every system |
| CFrameLimiter | Limits a render loop's frame rate by sleeping, then spin-waiting |
| CGenerationIndex | Per-slot alive flag (bit 31) and generation counter (bits 0-30) in one uint32_t |
| CHandle | Opaque, type-safe handle for resources, distinguished by ResourceType |
| CHierarchy | Component representing parent-child relationships in an entity hierarchy |
| CHierarchySystem | Resolves hierarchical transforms into the WorldTransform component |
| CHostChrome | What an authoring host tells the engine about the frame it draws over |
| CViewportRect | A rect in framebuffer pixels: the unit glViewport takes |
| CHostView | A view an authoring host renders the frame through instead of the scene's active camera |
| CIBus | The type-erased base EventBus holds each per-type Bus as |
| CInputBinding | One physical control contributing to an action |
| CInputCommand | Everything one simulation tick was told to do, as a value |
| CInputHandle | One frame of raw device state: keys and buttons down, cursor position and wheel turn |
| CInputMap | Named actions resolved from physical bindings, sampled once per frame |
| CIrradianceVolume | Baked global illumination: a grid of irradiance probes filling a box |
| CIrradianceVolumeData | Flattened irradiance volume for the frame (see GLIrradianceVolume) |
| CISceneObserver | Observer notified by a Scene when an entity is destroyed |
| CISparseSet | Type-erased interface for SparseSet, so one registry holds every type |
| CJoint | Ties this entity's body to another, at a point on each |
| CJointConstraint | One joint, resolved to the two solver bodies it constrains |
| CJointSprings | The two springs a joint solves with: the anchors', and the softer hold on the angle |
| CKerningPair | How far the pen moves between one glyph and the next, past their advances |
| CLight | Component representing a light source in the scene |
| CLightData | One light affecting the frame, resolved to world space |
| CLiveParticles | Every emitter's live particles: ParticleSystem's per-frame product |
| CLoadCompletion | One finished decode, landed on the main thread into the asset it was requested for |
| CLOD | Distance-selected geometry for an entity |
| CLODLevel | One detail level: the mesh to draw while the entity is near enough |
| CMaterialAsset | A complete PBR material |
| CMesh | Component representing a renderable mesh (geometry + material) in the world |
| CMeshAsset | CPU-side geometry: indexed triangle mesh plus a cached local-space AABB |
| CMeshColliderSource | What a Collider's triangles were built from, so a change to any of it rebuilds them |
| CMeshNode | One node of a triangle mesh's bounding hierarchy |
| CMissingAssetRef | One asset reference a scene load could not resolve |
| CMissingAssets | The references on one entity that the load could not resolve, kept so a later save writes them back rather than erasing them |
| CName | Component for giving entities a human-readable name |
| CNarrowphaseChunk | Everything one narrowphase chunk writes, so chunks on different threads share nothing |
| CNetAddress | Where a datagram came from, or is going to: an IPv4 host and a port |
| CNetBaseline | What one connection is known to hold, so the next snapshot says less |
| CConfirmed | One component of one entity, as this connection last confirmed it |
| CPending | What a written snapshot claimed, held until it is acknowledged |
| CNetBudget | How much of the world one snapshot may describe |
| CNetClient | A guest's half of a NetSession: joining, predicting what it owns, being corrected, and drawing the rest late |
| CNetCommandBuffer | The commands one player has sent that the server has not yet run |
| CNetConnection | One end of one conversation: sequencing, acknowledgement and timing |
| CNetCore | What a session's server and client halves share: the socket, what the two ends agreed, and the buffers a datagram is built in |
| CNetInterpolation | Draws entities this end is only told about, between what it was told |
| CNetJoinCookie | The token a server gives an address that asks to join, and takes back as proof that the address hears what is sent to it |
| CNetPacing | How fast a client turns wall time into ticks, so the server's queue of its commands holds a small cushion rather than running dry or deep |
| CNetRewind | Where every player was, for as long as it takes a shot to arrive |
| CNetSchema | The ordered list of what replicates, agreed by both ends before play |
| CNetServer | The authority's half of a NetSession: seats, the join handshake, commands in and snapshots out |
| CNetSession | One end of a game, whether it is the authority or a guest |
| CDrawn | Holds the outstanding correction in the scene for one scope |
| CRewind | Puts every other player back where a shooter saw them, for one scope |
| CNetSilenceMap | NetSilence for every entity of a world, classified in one pass |
| CNetSnapshotStats | What one snapshot said, for the session's status line |
| CNetSpawn | What a server built at this root after the scene loaded, so every client can build the same |
| CNetType | One replicated component type, reduced to what the wire needs |
| CNightSkySettings | What the sky is once the sun is down |
| CObjectDraw | What one object is drawn with: its geometry, its material and its pose |
| CParticle | One live particle |
| CParticleData | One billboard particle for the frame, flattened from the emitters |
| CParticleEmitter | CPU-simulated particle emitter - muzzle flashes, impacts, smoke puffs |
| CParticleSystem | Steps every ParticleEmitter's CPU particle simulation |
| CPhysicsBody | Per-tick dynamic state the solver reads and writes, by index |
| CPhysicsSettings | The physics world's own parameters, read once per fixed step |
| CPhysicsSystem | Fixed-step rigid-body dynamics: integrates, resolves pairwise collisions, writes poses back |
| CPlaybackStep | The sweep a playback head made this frame |
| CPlaySoundEvent | A request to hear a clip once, from gameplay that owns no entity for it |
| CPoseBuffer | Every rig's pose for one frame, published on FrameContext::poses |
| CPoseSample | The clips a rig reads this frame, how much of each, and what a behavior adds on top |
| CPoseSlice | One rig's range in the frame's pose arrays, plus what the pose implies about its extent |
| CPoseWrite | Writable view of one slice, handed to whatever composes the pose |
| CPrefabEntity | The identity an entity carries inside an instanced prefab |
| CPrefabInstance | Marks an entity as the root of an instanced prefab |
| CPrefabOverride | One field of one component of one entity, differing from the prefab |
| CPreviewRequest | One editor preview: a mesh with a material under a studio rig, from an orbit camera |
| CProbeData | Flattened reflection probe for the frame, blended over the global IBL in its box |
| CProject | What a project.json says about the game it describes |
| CQueryFilter | Which bodies a query is allowed to see |
| CRagdoll | Turns a rig over to physics, and back |
| CRagdollBodyPose | One bone body's world pose, read out of the scene ahead of composing |
| CRagdollBone | One bone of a ragdoll, and the body that moves it |
| CRagdollSettings | How a ragdoll is proportioned and weighted |
| CRagdollSystem | Keeps a ragdoll's bodies in step with whichever is in charge |
| CRayHit | What a query struck: which entity, where, and the surface it hit |
| CReflectedBehavior | CRTP base that derives typeName(), visitFields() and clone() from the reflect block |
| CReflectionProbe | Local reflection + irradiance probe |
| CRenderBackend | The frame's seam between the engine and the graphics API |
| CRenderObjects | Every object the frame can draw, written once by the cull, and the lists of what each reader draws |
| CRenderSettings | Editable render tuning: pass toggles + per-effect parameters |
| CRenderSystem | The engine's entry point into rendering |
| CRenderView | The backend-agnostic view of the frame handed to RenderBackend::render |
| CResource | Base class for every asset type, carrying the identity the ResourceManager indexes by |
| CResourceManager | Open type-erased resource registry with typed handles and generational lifetimes |
| CRigidbody | Dynamics state for a physics body: motion, material response and mass |
| CSampleTrack | A short history of where one entity was, kept by tick |
| CScene | Central registry managing entities and an open set of component types |
| CScriptComponent | ECS component attaching owned, polymorphic Behaviors to an entity |
| CScriptModule | Loads the hot-reloadable gameplay module and swaps it at runtime |
| CSkeletalAnimationSystem | Poses every rig in the scene and publishes the result on FrameContext::poses |
| CSkeletonAsset | A rig: a flat, parent-before-child bone array plus its bind pose |
| CSkinVertex | One vertex's binding to the rig, in a stream parallel to vertices |
| CSkyAngles | Where a celestial body sits, in the authored angle form |
| CSkySettings | Sky and image-based lighting: what the world is lit by and set against |
| CSkySystem | Points the scene's key light (findKeyLight) at the Environment's sun, or moon at night |
| CSlotAllocator | Lightweight slot allocator that issues generation-safe handles |
| CSolverParams | What the solver is told about the step it is solving |
| CSparseSet | Dense-packed storage indexed by external uint32_t keys |
| CSplashEntry | One logo a project shows at startup, and how long for |
| CSplashFrame | What the splash looks like this frame, or nothing; SplashSystem's product |
| CSplashSystem | Shows the vendor logo, then the project's, over black at startup |
| CStorageIndex | Opaque handle pairing a sparse-array index with a generation counter |
| CSupportShape | A convex shape reduced to the one question GJK asks: its furthest point along a direction |
| CSystem | Abstract base class for per-frame systems |
| CTextureAsset | Texture asset combining Resource tracking with engine-level texture parameters |
| CTextureParams | Full sampling + storage description for a texture, consumed by the backend on upload |
| CThreadPool | Fixed-size pool of worker threads draining two task queues |
| CBatch | A run of tasks addressed by index, queued as one entry |
| CTouchingPair | A broadphase pair that touched this tick, as its chunk hands it to the merge |
| CTrackedPair | Two colliders touching on a live tick, as the contact events track them across ticks |
| CTransform | Local position, rotation and scale of an entity |
| CTriggerEvent | Something began, kept or stopped overlapping a trigger collider this tick |
| CTypeRegistry | One slot per type, indexed by typeId<T>() and filled on first use |
| CUdpSocket | A non-blocking UDP socket, the same on Windows and Linux |
| CUIButton | An interactive, hit-tested button drawn over its element's rect |
| CUICanvas | Root of a screen-space UI layer |
| CUIClickEvent | Fired when a UIButton is clicked (a press released over the same button) |
| CUIDrawCmd | A contiguous run of UI vertices that share draw state |
| CUIDrawData | The backend-agnostic UI overlay for one frame, published on FrameContext::ui |
| CUIElement | The 2D rect of a UI node - the screen-space analogue of Transform |
| CUIImage | A filled quad drawn over its element's resolved rect |
| CUIRect | An axis-aligned screen-space rectangle (top-left origin, pixels) |
| CUIScroll | Makes an element's children scroll inside it, and clips them to it |
| CUIShape | How a filled quad is drawn beyond its flat tint: corners, an edge, a fade |
| CUISystem | Lays out the UI hierarchy, builds the frame's 2D draw list, and routes pointer interaction |
| CUIText | Text drawn within its element's rect, on as many lines as it breaks into |
| CUIVertex | One vertex of the UI's 2D triangle stream |
| CUnknownBehavior | A behavior whose type the registry does not know, kept verbatim |
| CVertex | One vertex: position, normal, texture coordinates and tangent frame |
| CVisibility | VisibilitySystem's per-frame product: camera data, every scene mesh, and which of them the camera sees |
| CVisibilityContext | Per-frame data the culls read |
| CVisibilitySystem | Builds the per-frame Visibility result (every scene mesh, and which of them the camera sees) |
| CVoiceParams | Everything the mixer needs to know about one voice, pushed every frame |
| CWindowManager | Owns the application's window, GL context, input, and frame limiting |
| CWorldTransform | Cached world-space model matrix for entities in a hierarchy |
