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vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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| CVkm::Engine::Math::AABB | An axis-aligned box |
| CVkm::Engine::Animation | Component representing an animation that can be applied to an entity |
| CVkm::Engine::AnimationEvent | A rig's playback head crossed one of its clip's markers this tick |
| CVkm::Engine::AnimationTrack< T > | Keyframes of type T sorted by time, sampled through an easing curve |
| CVkm::Engine::Animator | What drives a rig: the skeleton, the clip playing on it, and the playback position |
| CVkm::Engine::AssetFactory | The io<->tools recipe-import seam: one import per kind that cooks to a binary |
| CVkm::Engine::AssetLibrary | In-memory view of the on-disk asset database manifest |
| CVkm::Engine::AssetRecord | One row of the manifest: an asset's identity, and what it was cooked from |
| CVkm::Engine::AssetRef< Asset > | An authored reference to an asset, held as the name it is filed under |
| CVkm::Engine::ComponentSerializer::AssetRefs | Every asset a set of components references, one list per kind |
| CVkm::Engine::AsyncLoadQueue | Thread-safe drop-box for async-loaded assets awaiting main-thread finalisation |
| CVkm::Engine::AudioDevice | The engine's whole surface onto the audio backend |
| CVkm::Engine::AudioListener | The ear: the pose every spatial source is heard relative to |
| CVkm::Engine::AudioSource | A sound emitter: one clip, how loud, and where it is heard from |
| CVkm::Engine::BackendInfo | Human-readable backend identity, for a status display |
| CVkm::Engine::ThreadPool::Batch | A run of tasks addressed by index, queued as one entry |
| CVkm::Engine::Behavior | Base class for native C++ gameplay behaviors |
| CVkm::Engine::BehaviorContext | Everything gameplay code may reach, bundled behind one pointer |
| CVkm::Engine::BehaviorFieldVisitor | Type-erased visitor over a behavior's reflected authoring fields |
| CVkm::Engine::BehaviorRegistry | Name -> factory registry for Behavior subclasses |
| CVkm::Engine::BitReader | Reads back what a BitWriter wrote, in the same order |
| CVkm::Engine::BitWriter | Packs values to the bit into a byte buffer |
| CVkm::Engine::BodyContacts | What one tick's contacts add up to for one body, in the two reductions Rigidbody publishes |
| CVkm::Engine::BodyFrame | Per-tick body state cached at gather: mass properties, and the frame writeback maps through |
| CVkm::Engine::BodyIslands | Disjoint sets over the tick's bodies, for grouping what rests together |
| CVkm::Engine::BodyPose | Where a body sits in the world, and the frame that maps back to local |
| CVkm::Engine::Bone | One joint of a rig: its authoring name and the index of its parent |
| CVkm::Engine::BoneAdjust | What a behavior adds to one bone on top of the clip, this frame |
| CVkm::Engine::BoneSocket | Carried by a weapon, a hat or a muzzle flash to ride a bone of the rig it hangs off |
| CVkm::Engine::BoxShape | An oriented box in world space: centre, three unit axes, half extents |
| CVkm::Engine::Camera | Component representing a camera, containing projection and view parameters |
| CVkm::Engine::CameraData | Flattened camera for the frame |
| CVkm::Engine::CapsuleShape | A capsule in world space: a segment swept by a radius |
| CVkm::Engine::CharacterController | Turns a desired direction into velocity on a Rigidbody, and reports what the body stands on |
| CVkm::Engine::ClipBone | The three channel ranges belonging to one bone of the clip's skeleton |
| CVkm::Engine::ClipChannel | One bone's keys for one channel, as a range into the clip's flat arrays |
| CVkm::Engine::ClipMarker | A named instant a clip announces as its playback head reaches it |
| CVkm::Engine::ClipSamples | A clip's interleaved PCM, shared with every voice playing it |
| CVkm::Engine::Clock | The engine's frame clock: real + simulation time and the fixed-step accumulator |
| CVkm::Engine::Atmosphere::Coefficients | The air's coefficients under an authored sky, per metre at sea level |
| CVkm::Engine::Collider | Collision geometry attached to an entity, evaluated in its Transform frame |
| CVkm::Engine::ColliderPart | One primitive of a collider, in the entity's local frame |
| CVkm::Engine::ColliderProxy | Broadphase and narrowphase view of one collidable body, cached per tick |
| CVkm::Engine::Collision | One entity's view of a CollisionEvent, as its behaviors' collision hooks receive it |
| CVkm::Engine::CollisionEvent | A resolved (non-trigger) contact between two bodies began, lasted or ended this tick |
| CVkm::Engine::NetBaseline::Confirmed | One component of one entity, as this connection last confirmed it |
| CVkm::Engine::Contact | A single collision contact point in world space |
| CVkm::Engine::ContactCache | What held each contacting pair when the last tick finished |
| CVkm::Engine::ContactManifold | Contacts between one pair of bodies for a single tick |
| CVkm::Engine::Decal | A projected decal - bullet holes, blood, scorch marks |
| CVkm::Engine::DecalData | Flattened projected decal for the frame: the material lands on surfaces inside the box |
| CVkm::Engine::NetSession::Drawn | Holds the outstanding correction in the scene for one scope |
| CVkm::Engine::DynamicLibrary | Cross-platform handle to a loaded shared library (.dll / .so) |
| CVkm::Engine::EditorRenderHooks | What a backend may offer an authoring tool beyond drawing the frame |
| CVkm::Engine::Engine | Engine context: owns core state and runs the main loop |
| CVkm::Engine::EngineErrorLog | Bounded log of recoverable engine errors, for a host to surface |
| CVkm::Engine::AssetSerializer::EntityAssetRefs | Every asset reference a set of entities holds, as an assets block would name it |
| CVkm::Engine::EntityId | Names one entity of one Scene, for as long as that slot holds it |
| CVkm::Engine::EntityMapping< R(A)> | Maps entities to one carrier's names for them, or back |
| CVkm::Engine::Reflect::EnumNames< Enum > | Maps an enum to its value-ordered names |
| CVkm::Engine::Environment | The scene's lighting environment: sky, night sky and fog |
| CVkm::Engine::EventBus | Typed pub/sub event dispatcher |
| CVkm::Engine::EventSender | The sending half of an EventBus: emit and enqueue, and no subscribe |
| CVkm::Engine::FaultLatch | Names a recurring fault once per gap rather than once a frame |
| CVkm::Engine::Reflect::Field< T, M > | One (name, pointer-to-member) pair, the unit of compile-time field reflection |
| CVkm::Engine::FogSettings | Froxel volumetric fog: a compute pass scatters the scene lights through a height-falloff medium and applies it to the frame |
| CVkm::Engine::FontGlyph | One glyph's atlas placement and layout metrics, in baked pixels |
| CVkm::Engine::FrameContext | Per-frame state bundle passed to every system |
| CVkm::Engine::FrameLimiter | Limits a render loop's frame rate by sleeping, then spin-waiting |
| CVkm::Engine::Math::Frustum | View frustum for culling: six planes from a view-projection matrix |
| CVkm::Engine::GenerationIndex | Per-slot alive flag (bit 31) and generation counter (bits 0-30) in one uint32_t |
| CVkm::Engine::Handle< ResourceType > | Opaque, type-safe handle for resources, distinguished by ResourceType |
| CVkm::Engine::Hierarchy | Component representing parent-child relationships in an entity hierarchy |
| CVkm::Engine::HostChrome | What an authoring host tells the engine about the frame it draws over |
| CVkm::Engine::HostView | A view an authoring host renders the frame through instead of the scene's active camera |
| CVkm::Engine::IBus | The type-erased base EventBus holds each per-type Bus as |
| CVkm::Engine::InputBinding | One physical control contributing to an action |
| CVkm::Engine::InputCommand | Everything one simulation tick was told to do, as a value |
| CVkm::Engine::InputHandle | One frame of raw device state: keys and buttons down, cursor position and wheel turn |
| CVkm::Engine::InputMap | Named actions resolved from physical bindings, sampled once per frame |
| CVkm::Engine::IrradianceVolume | Baked global illumination: a grid of irradiance probes filling a box |
| CVkm::Engine::IrradianceVolumeData | Flattened irradiance volume for the frame (see GLIrradianceVolume) |
| CVkm::Engine::ISceneObserver | Observer notified by a Scene when an entity is destroyed |
| CVkm::Engine::ISparseSet | Type-erased interface for SparseSet, so one registry holds every type |
| CVkm::Engine::Joint | Ties this entity's body to another, at a point on each |
| CVkm::Engine::JointConstraint | One joint, resolved to the two solver bodies it constrains |
| CVkm::Engine::JointSprings | The two springs a joint solves with: the anchors', and the softer hold on the angle |
| CVkm::Engine::KerningPair | How far the pen moves between one glyph and the next, past their advances |
| CVkm::Engine::Light | Component representing a light source in the scene |
| CVkm::Engine::LightData | One light affecting the frame, resolved to world space |
| CVkm::Engine::LiveParticles | Every emitter's live particles: ParticleSystem's per-frame product |
| CVkm::Engine::LoadCompletion< Asset > | One finished decode, landed on the main thread into the asset it was requested for |
| CVkm::Engine::LOD | Distance-selected geometry for an entity |
| CVkm::Engine::LODLevel | One detail level: the mesh to draw while the entity is near enough |
| CVkm::Engine::Mesh | Component representing a renderable mesh (geometry + material) in the world |
| CVkm::Engine::MeshColliderSource | What a Collider's triangles were built from, so a change to any of it rebuilds them |
| CVkm::Engine::MeshNode | One node of a triangle mesh's bounding hierarchy |
| CVkm::Engine::MissingAssetRef | One asset reference a scene load could not resolve |
| CVkm::Engine::MissingAssets | The references on one entity that the load could not resolve, kept so a later save writes them back rather than erasing them |
| CVkm::Engine::Name | Component for giving entities a human-readable name |
| CVkm::Engine::NarrowphaseChunk | Everything one narrowphase chunk writes, so chunks on different threads share nothing |
| CVkm::Engine::NetAddress | Where a datagram came from, or is going to: an IPv4 host and a port |
| CVkm::Engine::NetBaseline | What one connection is known to hold, so the next snapshot says less |
| CVkm::Engine::NetBudget | How much of the world one snapshot may describe |
| CVkm::Engine::NetClient | A guest's half of a NetSession: joining, predicting what it owns, being corrected, and drawing the rest late |
| CVkm::Engine::NetCommandBuffer | The commands one player has sent that the server has not yet run |
| CVkm::Engine::NetConnection | One end of one conversation: sequencing, acknowledgement and timing |
| CVkm::Engine::NetCore | What a session's server and client halves share: the socket, what the two ends agreed, and the buffers a datagram is built in |
| CVkm::Engine::NetInterpolation | Draws entities this end is only told about, between what it was told |
| CVkm::Engine::NetJoinCookie | 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 |
| CVkm::Engine::NetPacing | 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 |
| CVkm::Engine::NetRewind | Where every player was, for as long as it takes a shot to arrive |
| CVkm::Engine::NetSchema | The ordered list of what replicates, agreed by both ends before play |
| CVkm::Engine::NetServer | The authority's half of a NetSession: seats, the join handshake, commands in and snapshots out |
| CVkm::Engine::NetSession | One end of a game, whether it is the authority or a guest |
| CVkm::Engine::NetSilenceMap | NetSilence for every entity of a world, classified in one pass |
| CVkm::Engine::NetSnapshotStats | What one snapshot said, for the session's status line |
| CVkm::Engine::NetSpawn | What a server built at this root after the scene loaded, so every client can build the same |
| CVkm::Engine::NetType | One replicated component type, reduced to what the wire needs |
| CVkm::Engine::NightSkySettings | What the sky is once the sun is down |
| CVkm::Engine::ObjectDraw | What one object is drawn with: its geometry, its material and its pose |
| CVkm::Engine::Particle | One live particle |
| CVkm::Engine::ParticleData | One billboard particle for the frame, flattened from the emitters |
| CVkm::Engine::ParticleEmitter | CPU-simulated particle emitter - muzzle flashes, impacts, smoke puffs |
| CVkm::Engine::NetBaseline::Pending | What a written snapshot claimed, held until it is acknowledged |
| CVkm::Engine::PhysicsBody | Per-tick dynamic state the solver reads and writes, by index |
| CVkm::Engine::PhysicsSettings | The physics world's own parameters, read once per fixed step |
| CVkm::Engine::PlaybackStep | The sweep a playback head made this frame |
| CVkm::Engine::PlaySoundEvent | A request to hear a clip once, from gameplay that owns no entity for it |
| CVkm::Engine::PoseBuffer | Every rig's pose for one frame, published on FrameContext::poses |
| CVkm::Engine::PoseSample | The clips a rig reads this frame, how much of each, and what a behavior adds on top |
| CVkm::Engine::PoseSlice | One rig's range in the frame's pose arrays, plus what the pose implies about its extent |
| CVkm::Engine::PoseWrite | Writable view of one slice, handed to whatever composes the pose |
| CVkm::Engine::PrefabEntity | The identity an entity carries inside an instanced prefab |
| CVkm::Engine::PrefabInstance | Marks an entity as the root of an instanced prefab |
| CVkm::Engine::PrefabOverride | One field of one component of one entity, differing from the prefab |
| CVkm::Engine::PreviewRequest | One editor preview: a mesh with a material under a studio rig, from an orbit camera |
| CVkm::Engine::ProbeData | Flattened reflection probe for the frame, blended over the global IBL in its box |
| CVkm::Engine::Project | What a project.json says about the game it describes |
| CVkm::Engine::QueryFilter | Which bodies a query is allowed to see |
| CVkm::Engine::Ragdoll | Turns a rig over to physics, and back |
| CVkm::Engine::RagdollBodyPose | One bone body's world pose, read out of the scene ahead of composing |
| CVkm::Engine::RagdollBone | One bone of a ragdoll, and the body that moves it |
| CVkm::Engine::RagdollSettings | How a ragdoll is proportioned and weighted |
| CVkm::Engine::Math::Ray | A half-line in world space |
| CVkm::Engine::RayHit | What a query struck: which entity, where, and the surface it hit |
| CVkm::Engine::ReflectionProbe | Local reflection + irradiance probe |
| CVkm::Engine::RenderBackend | The frame's seam between the engine and the graphics API |
| CVkm::Engine::RenderObjects | Every object the frame can draw, written once by the cull, and the lists of what each reader draws |
| CVkm::Engine::RenderSettings | Editable render tuning: pass toggles + per-effect parameters |
| CVkm::Engine::RenderView | The backend-agnostic view of the frame handed to RenderBackend::render |
| CVkm::Engine::Resource | Base class for every asset type, carrying the identity the ResourceManager indexes by |
| CVkm::Engine::ResourceManager | Open type-erased resource registry with typed handles and generational lifetimes |
| CVkm::Engine::NetSession::Rewind | Puts every other player back where a shooter saw them, for one scope |
| CVkm::Engine::Rigidbody | Dynamics state for a physics body: motion, material response and mass |
| CVkm::Engine::Math::Rng | PCG32 pseudo-random generator (O'Neill, 2014) |
| CVkm::Engine::SampleTrack< N > | A short history of where one entity was, kept by tick |
| CVkm::Engine::Scene | Central registry managing entities and an open set of component types |
| CVkm::Engine::ScriptComponent | ECS component attaching owned, polymorphic Behaviors to an entity |
| CVkm::Engine::ScriptModule | Loads the hot-reloadable gameplay module and swaps it at runtime |
| CVkm::Engine::SkinVertex | One vertex's binding to the rig, in a stream parallel to vertices |
| CVkm::Engine::SkyAngles | Where a celestial body sits, in the authored angle form |
| CVkm::Engine::SkySettings | Sky and image-based lighting: what the world is lit by and set against |
| CVkm::Engine::SlotAllocator | Lightweight slot allocator that issues generation-safe handles |
| CVkm::Engine::SolverMath::SoftConstraint | The three numbers that make a correction a stiff, damped spring |
| CVkm::Engine::SolverParams | What the solver is told about the step it is solving |
| CVkm::Engine::SplashEntry | One logo a project shows at startup, and how long for |
| CVkm::Engine::SplashFrame | What the splash looks like this frame, or nothing; SplashSystem's product |
| CVkm::Engine::StorageIndex | Opaque handle pairing a sparse-array index with a generation counter |
| CVkm::Engine::SupportShape | A convex shape reduced to the one question GJK asks: its furthest point along a direction |
| CVkm::Engine::System | Abstract base class for per-frame systems |
| CVkm::Engine::TextureParams | Full sampling + storage description for a texture, consumed by the backend on upload |
| CVkm::Engine::ThreadPool | Fixed-size pool of worker threads draining two task queues |
| CVkm::Engine::TouchingPair | A broadphase pair that touched this tick, as its chunk hands it to the merge |
| CVkm::Engine::TrackedPair | Two colliders touching on a live tick, as the contact events track them across ticks |
| CVkm::Engine::Reflect::Traits< T > | The reflection trait, specialised per type by VKM_REFLECT_BEGIN / VKM_F / VKM_REFLECT_END |
| CVkm::Engine::Transform | Local position, rotation and scale of an entity |
| CVkm::Engine::TriggerEvent | Something began, kept or stopped overlapping a trigger collider this tick |
| CVkm::Engine::TypeRegistry< Base > | One slot per type, indexed by typeId<T>() and filled on first use |
| CVkm::Engine::UdpSocket | A non-blocking UDP socket, the same on Windows and Linux |
| CVkm::Engine::UIButton | An interactive, hit-tested button drawn over its element's rect |
| CVkm::Engine::UICanvas | Root of a screen-space UI layer |
| CVkm::Engine::UIClickEvent | Fired when a UIButton is clicked (a press released over the same button) |
| CVkm::Engine::UIDrawCmd | A contiguous run of UI vertices that share draw state |
| CVkm::Engine::UIDrawData | The backend-agnostic UI overlay for one frame, published on FrameContext::ui |
| CVkm::Engine::UIElement | The 2D rect of a UI node - the screen-space analogue of Transform |
| CVkm::Engine::UIImage | A filled quad drawn over its element's resolved rect |
| CVkm::Engine::UIRect | An axis-aligned screen-space rectangle (top-left origin, pixels) |
| CVkm::Engine::UIScroll | Makes an element's children scroll inside it, and clips them to it |
| CVkm::Engine::UIShape | How a filled quad is drawn beyond its flat tint: corners, an edge, a fade |
| CVkm::Engine::UIText | Text drawn within its element's rect, on as many lines as it breaks into |
| CVkm::Engine::UIVertex | One vertex of the UI's 2D triangle stream |
| CVkm::Engine::UnknownBehavior | A behavior whose type the registry does not know, kept verbatim |
| CVkm::Engine::ComponentSerializer::UnresolvedRef | An asset name a load failed to resolve, and the field it was read from |
| CVkm::Engine::ComponentSerializer::UnresolvedScope | Bounds one component load's share of the unresolved list |
| CVkm::Engine::Vertex | One vertex: position, normal, texture coordinates and tangent frame |
| CVkm::Engine::HostChrome::ViewportRect | A rect in framebuffer pixels: the unit glViewport takes |
| CVkm::Engine::Visibility | VisibilitySystem's per-frame product: camera data, every scene mesh, and which of them the camera sees |
| CVkm::Engine::VisibilityContext | Per-frame data the culls read |
| CVkm::Engine::VoiceParams | Everything the mixer needs to know about one voice, pushed every frame |
| CVkm::Engine::WindowManager | Owns the application's window, GL context, input, and frame limiting |
| CVkm::Engine::WorldTransform | Cached world-space model matrix for entities in a hierarchy |