| core | Foundations: the frame contract, events, math, memory, hashing |
| event | The typed event bus, and the per-type bus it is made of |
| bus.h | |
| event_bus.h | |
| math | Vector and matrix helpers on top of glm, and the engine's axis convention |
| axes.h | |
| bounds.h | |
| easing.h | |
| frustum.h | |
| random.h | |
| rotation.h | |
| memory | The containers everything else is built on: SparseSet, SlotAllocator, TypeRegistry |
| slot_allocator.h | |
| sparse_set.h | |
| type_registry.h | |
| types.h | |
| 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 |
| animation | |
| animation.h | |
| animation_track.h | |
| animator.h | |
| bone_socket.h | |
| audio | |
| audio_listener.h | |
| audio_source.h | |
| core | |
| hierarchy.h | |
| missing_assets.h | |
| name.h | |
| transform.h | |
| world_transform.h | |
| physics | |
| character_controller.h | |
| collider.h | |
| joint.h | |
| ragdoll.h | |
| rigidbody.h | |
| prefab | |
| net_spawn.h | |
| prefab_entity.h | |
| prefab_instance.h | |
| render | |
| camera.h | |
| decal.h | |
| irradiance_volume.h | |
| light.h | |
| lod.h | |
| mesh.h | |
| particle_emitter.h | |
| reflection_probe.h | |
| ui | |
| ui_button.h | |
| ui_canvas.h | |
| ui_element.h | |
| ui_image.h | |
| ui_scroll.h | |
| ui_shape.h | |
| ui_text.h | |
| 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 | |
| asset_cook.h | |
| asset_factory.h | |
| asset_library.h | |
| asset_serializer.h | |
| cooked_loader.h | |
| scene | |
| component_serializer.h | |
| prefab.h | |
| scene_serializer.h | |
| json_file.h | |
| json_vec.h | |
| project.h | |
| project_paths.h | |
| net | Networking: transport, wire format, replication and client prediction |
| prediction | |
| command.h | |
| interpolation.h | |
| pacing.h | |
| rewind.h | |
| sample_track.h | |
| replication | |
| silence.h | |
| snapshot.h | |
| transport | |
| connection.h | |
| join_cookie.h | |
| wire | |
| bit_stream.h | |
| codecs.h | |
| protocol.h | |
| quantize.h | |
| schema.h | |
| net_client.h | |
| net_server.h | |
| net_session.h | |
| platform | The seam onto the operating system: window, input, threads, shared libraries, sockets |
| input | |
| input_command.h | |
| input_handle.h | |
| input_map.h | |
| library | |
| dynamic_library.h | |
| net | |
| net_address.h | |
| udp_socket.h | |
| winsock_init.h | |
| threading | |
| thread_pool.h | |
| window | |
| frame_limiter.h | |
| glfw_include.h | |
| window_manager.h | |
| windows_api.h | |
| resource | Assets: owned once by ResourceManager, referenced by Handle, named for serialization |
| asset | |
| animation_clip_asset.h | |
| audio_clip_asset.h | |
| font_asset.h | |
| material_asset.h | |
| mesh_asset.h | |
| skeleton_asset.h | |
| texture_asset.h | |
| generate | Procedural meshes, textures and materials a game can build at run time |
| default_scene.h | |
| light_generators.h | |
| material_generators.h | |
| mesh_generators.h | |
| texture_generators.h | |
| 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 |
| animation_events.h | |
| animation_system.h | |
| bone_socket_system.h | |
| pose_buffer.h | |
| pose_evaluator.h | |
| ragdoll_pose.h | |
| skeletal_animation_system.h | |
| async | |
| async_load_queue.h | |
| async_loader_system.h | |
| audio | The mixer seam: voices, spatialization and the one place miniaudio is reached |
| audio_device.h | |
| audio_events.h | |
| audio_system.h | |
| hierarchy | Parent-child links, and the world transform resolved from them each frame |
| hierarchy_system.h | |
| particle | |
| live_particles.h | |
| particle_system.h | |
| physics | Rigid bodies, collision, joints, ragdolls, character control and queries |
| authoring | |
| collider_fit.h | |
| mesh_collider.h | |
| ragdoll_build.h | |
| character | |
| character_controller_system.h | |
| collision | |
| contact.h | |
| gjk.h | |
| mesh_bvh.h | |
| narrowphase.h | |
| support.h | |
| triangle.h | |
| query | |
| query.h | |
| solver | |
| contact_cache.h | |
| joint_solver.h | |
| solver.h | |
| solver_math.h | |
| body_pose.h | |
| inertia.h | |
| physics_events.h | |
| physics_internal.h | |
| physics_system.h | |
| ragdoll_system.h | |
| tolerance.h | |
| render | The engine's whole view of rendering: RenderBackend, RenderView, EditorRenderHooks |
| data | |
| camera_data.h | |
| decal_data.h | |
| irradiance_volume_data.h | |
| light_data.h | |
| particle_data.h | |
| probe_data.h | |
| render_objects.h | |
| editor_render_hooks.h | |
| irradiance_dilation.h | |
| render_backend.h | |
| render_settings.h | |
| render_system.h | |
| render_view.h | |
| script | The gameplay boundary: Behavior, BehaviorContext, and the module that loads a game's code |
| behavior.h | |
| behavior_api.h | |
| behavior_field_visitor.h | |
| behavior_registry.h | |
| behavior_system.h | |
| module_entry.h | |
| reflected_behavior.h | |
| script_component.h | |
| script_module.h | |
| sky | |
| atmosphere.h | |
| sky_system.h | |
| splash | |
| splash_frame.h | |
| splash_system.h | |
| ui | In-game UI: an ECS-authored tree resolved into one draw list per frame |
| text_layout.h | |
| ui_draw_data.h | |
| ui_events.h | |
| ui_system.h | |
| visibility | What the camera can see: frustum, distance and screen-size culling |
| culling.h | |
| host_view.h | |
| visibility.h | |
| visibility_system.h | |