Game Engine
Architected a C++ game engine with a runtime reflection system - employing Chain of
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 12345]
 NFiea
 NEngine
 NActions
 CAction
 CActionAddDatum
 CActionCondition
 CActionConditionalIncrement
 CActionDecrement
 CActionDelayed
 CActionIncrement
 CActionList
 CActionListWhileLoop
 CActionLoopIncrement
 CActionOutput
 CActionPreamble
 CActionTimed
 NClock
 CClockService
 CITimeProvider
 CITimeUpdater
 NContent
 CActionHandler
 CActionListHandler
 CActionWhileParamHandler
 CAttributed
 CContentService
 CDatum
 CFactoryService
 CFloatHandler
 CGameObjectHandler
 CIAbstractFactory
 CIFactoryBase
 CIFactoryService
 CIJsonConfig
 CIJsonParser
 CIntHandler
 CIParseHandler
 CITypeProvider
 CITypeRegistrar
 CParser
 CParseWriter
 CPrimitiveTypeHandler
 CScope
 CScopeFactoryHandler
 CScopeHandler
 CScopeWriter
 CSignature
 CSpecialPrimitivesHandler
 CStringHandler
 CTestWriter
 NMemory
 CAllocator
 CHeap
 CIAllocatorProvider
 CIDefaultAllocator
 CIMemoryService
 CMemoryService
 CMemoryServiceSingleton
 CSystemAllocatorA super-simple allocator to bypass our memory system
 NTests
 NSupport
 CAnimationFrameThis is a data structure containing joint rotations to shift the skeleton from it's default T-pose into another pose
 CBoneBone is the heart of this system. Each bone can be visualized as a ball joint, which is anchored at the terminal end of a "Parent" bone and oriented in the specified direction, and with a rod/bone of the specified length extending from it. Bones may only have a single "Parent," but many may be parented to a shared parent (note PELVIS in the data structure below, which has 3 bones extending from it)
 CHasFind
 CHasFind< C, typename std::enable_if< std::is_same< decltype(std::declval< C >().find(std::declval< typename C::value_type >())), void >::value >::type >
 CHasPushBack
 CHasPushBack< C, typename std::enable_if< std::is_same< decltype(std::declval< C >().push_back(std::declval< typename C::value_type >())), void >::value >::type >
 CHasPushFront
 CHasPushFront< C, typename std::enable_if< std::is_same< decltype(std::declval< C >().push_front(std::declval< typename C::value_type >())), void >::value >::type >
 CHasReserve
 CHasReserve< C, typename std::enable_if< std::is_same< decltype(std::declval< C >().reserve(std::declval< typename C::size_type >())), void >::value >::type >
 CObj
 CSkeletonBasic skeleton, which is just a collection of bones that will form a tree extending from the root
 CTestGameObject
 CGameClockA class to wrap the system clock and provide additional functionality
 CGameObject
 CGameTimeA simple struct which can provide indirect access to a snapshot of the clock information, as well as elapsed frame time
 CList
 CIterator
 CRTTI
 CServiceManager
 CServiceProvider
 CSingleton
 CTimerA simple wrapper class for doing ad-hoc profiling
 CTransform
 NMicrosoft
 NVisualStudio
 NCppUnitTestFramework
 CAttributeBox
 CAttributeBoxPlus
 CFoo
 CFieaAbortException