![]() |
vkmEngine 1.0.0
A C++ game engine · vkmengine.com
|
Per-frame state bundle passed to every system. More...
#include <system.h>
Public Attributes | |
| const HostView * | hostView = nullptr |
| From CameraControllerSystem. | |
| const Visibility * | visibility = nullptr |
| From VisibilitySystem. | |
| const PoseBuffer * | poses = nullptr |
| From SkeletalAnimationSystem. | |
| const UIDrawData * | ui = nullptr |
| From UISystem. | |
| const SplashFrame * | splash = nullptr |
| From SplashSystem. | |
| const LiveParticles * | particles = nullptr |
| From ParticleSystem. | |
Per-frame state bundle passed to every system.
References are engine-owned services, valid for the session. Pointers are per-frame products, null until their producer has run this frame, so a consumer is registered after its producer (in setupEngineApp).
Simulation state reads getSimDelta() and getFixedStep(); presentation and services run every frame regardless, so a paused game keeps its music and menu.
A null hostView means render through the scene's active camera.