vkmEngine 1.0.0
A C++ game engine · vkmengine.com
Loading...
Searching...
No Matches
File List
Here is a list of all documented files with brief descriptions:
[detail level 1234]
 
core
Foundations: the frame contract, events, math, memory, hashing
 
event
The typed event bus, and the per-type bus it is made of
 
math
Vector and matrix helpers on top of glm, and the engine's axis convention
 
memory
The containers everything else is built on: SparseSet, SlotAllocator, TypeRegistry
 
clock.h
 
engine.h
 
engine_config.h
 
fnv1a.h
 
host_chrome.h
 
reflect.h
 
system.h
 
utf8.h
 
debug
Diagnostics: the Tracy profiler facade, the recoverable-error sink, a fault latch and the screenshot writer
 
engine_error_log.h
 
fault_latch.h
 
profiler.h
 
screenshot.h
 
ecs
The ECS: entities, the open type-erased Scene, and every component
 
component
The components the engine itself understands
 
entity.h
 
entity_mapping.h
 
environment.h
 
hierarchy_operations.h
 
physics_settings.h
 
scene.h
 
scene_observer.h
 
io
Reading and writing: scenes, prefabs, the project file, cooked assets
 
asset
 
scene
 
json_file.h
 
json_vec.h
 
project.h
 
project_paths.h
 
net
Networking: transport, wire format, replication and client prediction
 
prediction
 
replication
 
transport
 
wire
 
net_client.h
 
net_server.h
 
net_session.h
 
platform
The seam onto the operating system: window, input, threads, shared libraries, sockets
 
input
 
library
 
net
 
threading
 
window
 
windows_api.h
 
resource
Assets: owned once by ResourceManager, referenced by Handle, named for serialization
 
asset
 
generate
Procedural meshes, textures and materials a game can build at run time
 
asset_ref.h
 
asset_source_kind.h
 
asset_type.h
 
resource.h
 
resource_handle.h
 
resource_manager.h
 
texture_format.h
 
system
The per-frame systems, one directory each
 
animation
Clips, skeletal posing, bone sockets and the pose buffer a frame publishes
 
async
 
audio
The mixer seam: voices, spatialization and the one place miniaudio is reached
 
hierarchy
Parent-child links, and the world transform resolved from them each frame
 
particle
 
physics
Rigid bodies, collision, joints, ragdolls, character control and queries
 
render
The engine's whole view of rendering: RenderBackend, RenderView, EditorRenderHooks
 
script
The gameplay boundary: Behavior, BehaviorContext, and the module that loads a game's code
 
sky
 
splash
 
ui
In-game UI: an ECS-authored tree resolved into one draw list per frame
 
visibility
What the camera can see: frustum, distance and screen-size culling