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Aeon Engine c550894
AeonGames Open Source Game Engine
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| NAeonGames | <- This is here just for the literals |
| CAABB | Axis Aligned Bounding Box class |
| CAnimation | Stores skeletal animation data including keyframes and bone transforms |
| CArchive | Key-value archive that owns stored objects of type T, keyed by K |
| CArchiveAny | Type-erased key-value archive that stores UniqueAnyPtr values |
| CBuffer | Abstract interface for GPU/memory buffer operations |
| CBufferAccessor | Provides access to a region within a memory pool buffer |
| CClock | High-resolution clock for timing and frame rate management |
| CComponent | Abstract base class for node components |
| CContainer | Owning container that stores uniquely-owned objects of type T |
| CDependencyMap | A dependency-aware associative container that stores elements in topologically sorted order |
| Citerator | Mutable bidirectional iterator over topologically sorted entries |
| Cconst_iterator | Const bidirectional iterator over topologically sorted entries |
| CFlyWeight | Flyweight pattern implementation that stores shared objects keyed by a unique identifier |
| CHandle | Lightweight handle providing read-only access to a packed FlyWeight object |
| CFrameBuffer | Abstract interface for off-screen render target (frame buffer) resources |
| CFrustum | View frustum defined by six clipping planes, extracted from a projection (or view-projection) matrix |
| CMaterial | Represents a surface material with uniform properties and texture samplers |
| CMatrix3x3 | 3 by 3 matrix in colum mayor order |
| CMatrix4x4 | 4 by 4 matrix in colum mayor order |
| CMemoryPool | This is a modification of the implementation in the "Fast Efficient Fixed-Size Memory Pool" paper by Ben Kenwright |
| CMemoryPoolBuffer | Abstract interface for a pool-based buffer allocator |
| CMesh | Represents a polygon mesh with vertex attributes and index data |
| CModel | Represents a 3D model composed of assemblies (pipeline, material, mesh), a skeleton, and animations |
| CNode | Scene graph node representing an entity in the game world |
| COctree | Spatial partitioning data structure that organizes nodes in 3D space |
| CPKGHeader | Header for PKG Files |
| CPKGDirectoryEntry | Directory entry describing a single file within a PKG package |
| CPackage | Package Class. Implements PKG file handling routines and management |
| CPipeline | Rendering pipeline resource |
| CPlane | Plane class |
| CBufferInputStream | Zero-copy input stream that reads from a raw memory buffer |
| CQuaternion | Quaternion class |
| CRenderer | Abstract base class for rendering backends |
| CResource | Base class for loadable engine resources |
| CResourceId | Identifies a resource by its type and path CRC32 hashes |
| CScene | Scene class. Scene is the container for all elements in a game level, takes care of collision, rendering and updates to all elements therein |
| CSkeleton | Skeletal animation resource containing a hierarchy of joints |
| CJoint | A single joint within a skeleton hierarchy |
| CSound | Abstract base class representing a decoded sound resource |
| CSoundSystem | Abstract interface for a platform sound system back-end |
| CStringId | CRC-based compile-time string identifier |
| CTexture | Represents a 2D texture image resource |
| CTransform | Component class for any object that requires space transformations |
| CUniqueAnyPtr | A type-erased owning smart pointer with unique ownership semantics |
| COptionHandler | Command-line option handler |
| CVector2 | 2D vector class |
| CVector3 | 3D vector class |
| CVector4 | 4D vector class |
| CCamera | Camera component providing perspective projection parameters for a scene node |
| CModelComponent | Component that attaches a 3D model with skeletal animation support to a scene node |
| CPointLight | Point light component representing an omnidirectional light source |
| Calways_false | |
| Cpng_read_memory_struct | Helper struct for reading PNG data from memory |
| CConfiguration | Loads and stores engine configuration from a protobuf file |
| CDecoder | Template class that dispatches decoding of binary data to registered format-specific decoders |
| CFactory | Generic factory that registers and invokes named constructors for a given type |
| COpenGLBuffer | OpenGL GPU buffer wrapper implementing the Buffer interface |
| COpenGLFrameBuffer | OpenGL framebuffer object for off-screen rendering |
| COpenGLMaterial | OpenGL material binding handler for shader uniforms and textures |
| COpenGLMemoryPoolBuffer | OpenGL memory pool buffer for transient per-frame uniform allocations |
| COpenGLMesh | OpenGL mesh wrapper managing vertex and index buffers |
| COpenGLPipeline | OpenGL shader program pipeline with attribute and uniform reflection |
| COpenGLRenderer | OpenGL rendering backend implementing the Renderer interface |
| COpenGLTexture | OpenGL texture resource wrapper |
| COpenGLUniformBlock | Describes an OpenGL uniform block with its binding and member variables |
| COpenGLVariable | Describes an OpenGL shader variable with its location and type |
| COpenGLSamplerLocation | Maps a sampler name hash to its OpenGL uniform location |
| COpenGLWindow | OpenGL per-window rendering context and state |
| CCompilerLinker | Compiles and links GLSL shaders into SPIR-V bytecode |
| CVulkanBuffer | Vulkan GPU buffer wrapper implementing the Buffer interface |
| CVulkanDescriptorSetInfo | Holds Vulkan descriptor set layout metadata for pipeline reflection |
| CVulkanFrameBuffer | Vulkan framebuffer object for off-screen rendering |
| CVulkanMaterial | Vulkan material binding handler for descriptor sets and uniforms |
| CVulkanMemoryPoolBuffer | Vulkan memory pool buffer for transient per-frame uniform allocations |
| CVulkanMesh | Vulkan mesh wrapper managing vertex and index buffer resources |
| CVulkanPipeline | Vulkan graphics pipeline with descriptor set and push constant reflection |
| CVulkanRenderer | Vulkan rendering backend implementing the Renderer interface |
| CVulkanTexture | Vulkan texture resource wrapper with image and descriptor management |
| CVulkanWindow | Vulkan per-window swapchain, render pass, and rendering state |
| COggSound | Sound implementation for OGG Vorbis audio files |
| CPortAudioSoundSystem | Sound system implementation using the PortAudio library |
| CBase64 | Tool for Base64 encoding and decoding of files |
| CCodeFieldValuePrinter | Custom protobuf field value printer for code-formatted text output |
| CVertexBufferFieldValuePrinter | Custom field value printer for vertex buffer data |
| CIndexBufferFieldValuePrinter | Custom field value printer for index buffer data |
| CConvert | Tool for converting between binary and text asset formats |
| CPack | Tool for packing and unpacking game asset packages |
| CPipelineTool | Tool for processing pipeline asset files |
| CTool | Abstract base class for command-line tools |
| CCameraSettings | Dialog for adjusting camera projection settings |
| CPropertyDelegate | Custom item delegate for editing component properties in views |
| CEngineWindow | Rendering window that hosts the engine viewport |
| CMainWindow | Main window of the world editor application |
| CComponentListModel | List model that enumerates the components attached to a node |
| CComponentModel | Item model for editing a single component's properties |
| CListModel | Abstract list model base class associated with a scene node |
| CPropertyModel | Abstract item model base class for property editing views |
| CSceneModel | Item model representing a scene's node tree for Qt views |
| CNodeView | Custom widget for visual node graph editing |
| CNodeWindow | Widget for displaying and editing node properties |
| CRendererSelectDialog | Dialog for selecting a rendering backend |
| CSceneWindow | Widget for editing and managing a scene and its node hierarchy |
| CSettingsDialog | Dialog for configuring application settings |
| CWorldEditor | Main application class for the world editor |
| Nglslang | |
| CTWorkItem | Represents a single work item in the compilation worklist |
| CTWorklist | Thread-safe worklist for parallel shader compilation |
| Nstd | STL namespace |
| Chash< AeonGames::StringId > | Std::hash specialization for AeonGames::StringId |
| CPluginModuleInterface | Interface that every loadable plugin module must expose |