Saga
Saga Game Engine
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Namespace List
Here is a list of all namespaces with brief descriptions:
[detail level 123]
 NSaga
 Nanonymous_namespace{boundingBox.cpp}
 NAudioEngineThis contains a collection of methods that interfaces with the FMOD studio API to play audio
 Nanonymous_namespace{audioEngine.cpp}
 CEventAttributesA collection of vectors that specify an object in 3D space. This allows the AudioEngine to determine where listeners as well as AudioEventInstance are situated in space
 CParameterValueValue of a parameter in FMOD. Whenever a parameter is retrieved from an event (or globally), it will be in this form
 NGeometry
 CTriangleRepresents a 3D triangle, equipped with some utility functions
 NMath
 NPhysics
 CRaycastHit
 NSystems
 Nanonymous_namespace{collisionSystem.cpp}
 CCollisionCollision struct that details a collision
 NTheme_Nostalgic
 CAppManages several GameWorld. Responsible for assembling them and passing along Staged events as well as user input events
 CAudioEmitterComponent for emitting sound events
 CAudioImplementationStores data for implementing the Audio Engine. This includes various maps to fmod events and banks, as well as a reference to FMOD_STUDIO_SYSTEM
 CBoundingBoxRepresents a bounding box
 CBoundingVolumeHierarchyA tree of bounding volumes, with leaf nodes containing a collection of triangles. Useful as a space-accelerant structure to speed up collision detection
 CBoundedShapeDataData on a bounded triangle, which includes the triangle itself and its BoundingBox
 CTriangleDataData on a single triangles in the structure
 CCallbackA wrapper around a shared_ptr to a function
 CCameraWrapper around the GraphicsEngine camera
 CColliderA boolean flag to tell if an Entity has a Collider
 CCollisionSystemDataManages data that the collision system uses. This lives in runtime on an empty entity
 CComponentContainerContainer for a specific Component type
 CComponentGroupEffectively a list of tuples each entry containing an Entity and ComponentReference to each of the component type in the group. These Entity must have the specified components, or else there will be unexpected behaviour. When an Entity no longer has all the required components, it must be removed from the Group
 CComponentReferenceReference to a component. Will be valid as long as that component exists on a specific Entity, even if their pointer address has changed
 CCoreA wrapper around App that separates it from Window, the script running the game loop. This receives user events and pass them along to App
 CCylinderColliderModel an axis-aligned cylinder collider
 CEllipsoidColliderModel an axis-aligned ellipsoid
 CEventMapA mapping between events (which are ints under the hood) and callbacks
 CGameWorldMaintains a game world, where Entity, Component, Systems, and MetaSystems can be added, and events such as Startup, Update, FixedUpdate, and Draw can be invoked
 CICallbackGeneric callback used for events
 CIComponentContainerGeneric container of components
 CIComponentGroupGeneric group of components
 CInvokableSystemManagerA SystemManager where stages and events can be invoked
 CLightModel a light. Wrapper around GraphicsEngine's light. Currently only support Point and Directional Lights
 CMaterialWrapper around the GraphisEngine's material
 CMeshA wrapper around a shared_ptr to a GraphicsEngine's shape
 CMeshColliderModel a mesh containing a list of triangles
 CNavMesh
 CLocationInCell
 CPath
 CRigidBodyEntities with a RigidBody will be moved by the engine in FixedUpdate, and will respond to collisions
 CSystemManagerManages Systems in the ECS model. Allows for System to be added, but not invoked
 CTransformA wrapper around a shared pointer to a ModelTransform. This tells object where to position themselves in a 3D scene
 CTypeMapMap that has Types as key
 CUniformGridModels a uniform grid in 3D space, with the ability to insert and inspect certain cells in the grid. These cells contains a collection of objects
 Nstd
 Nanonymous_namespace{tupleHash.h}
 CHashValueImpl
 CHashValueImpl< Tuple, 0 >
 Chash< std::tuple< TT... > >