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vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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Engine context: owns core state and runs the main loop. More...
#include <engine.h>
Public Member Functions | |
| void | setFPSLog (bool enabled=true) |
| Log "FPS: N (M ms)" to the console once a second. | |
| void | run () |
| Run the main loop, blocking until the window closes or the process is interrupted. | |
| template<typename T, typename... Args> | |
| T & | addSystem (SystemStage stage, Args &&... args) |
| Create and register a system at the given execution stage. | |
| InputMap & | getInput () |
| The action map gameplay reads input through. | |
| HostChrome & | getChrome () |
| What an authoring host says about the frame it draws over. | |
| RenderSettings & | getRenderSettings () |
| The quality settings this session draws at. | |
| NetSession & | getNet () |
| The session this end is playing in, offline until told otherwise. | |
Engine context: owns core state and runs the main loop.
Owns the services handed to systems on FrameContext, and the per-stage system pipeline. Stack-constructible, so tests and headless tooling can make their own.
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Log "FPS: N (M ms)" to the console once a second.
| enabled | False to stop. |
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Create and register a system at the given execution stage.
Stages run in SystemStage order; within one, in registration order.
| T | System subclass to create. |
| Args | Constructor argument types. |
| stage | Frame stage it runs in. |
| args | Forwarded to T's constructor. |
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The action map gameplay reads input through.
For the host; systems and behaviors use the frame context.
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What an authoring host says about the frame it draws over.
For the host that writes it; systems read it off the frame context.
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The quality settings this session draws at.
The project.json render block, after a player's changes; writable while the game runs.
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The session this end is playing in, offline until told otherwise.
A host starts a game through NetSession::host or NetSession::connect; gameplay reaches it through FrameContext.