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Game Engine
Architected a C++ game engine with a runtime reflection system - employing Chain of
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Namespaces | |
| namespace | Actions |
| namespace | Clock |
| namespace | Content |
| namespace | Memory |
| namespace | Tests |
Classes | |
| class | GameClock |
| A class to wrap the system clock and provide additional functionality. More... | |
| class | GameObject |
| struct | GameTime |
| A simple struct which can provide indirect access to a snapshot of the clock information, as well as elapsed frame time. More... | |
| class | List |
| class | RTTI |
| class | ServiceManager |
| struct | ServiceProvider |
| struct | Singleton |
| class | Timer |
| A simple wrapper class for doing ad-hoc profiling. More... | |
| struct | Transform |
Typedefs | |
| using | CreateFunc = void* (*) (void) |
| using | DestroyFunc = void (*) (void*) |
| using | ProvideFunc = void* (*) (void*) |
| using | Clock = std::chrono::high_resolution_clock |
Functions | |
| RTTI_DEFINITIONS (GameObject) | |
| FACTORY_DEFINE (GameObject) | |
| FACTORY_DEFINE_ABSTRACT (GameObject) | |
| FACTORY_DECLARE (GameObject, GameObject) | |
| using Fiea::Engine::Clock = std::chrono::high_resolution_clock |
| using Fiea::Engine::CreateFunc = void* (*) (void) |
| using Fiea::Engine::DestroyFunc = void (*) (void*) |
| using Fiea::Engine::ProvideFunc = void* (*) (void*) |
| Fiea::Engine::FACTORY_DECLARE | ( | GameObject | , |
| GameObject | ) |
| Fiea::Engine::FACTORY_DEFINE | ( | GameObject | ) |
| Fiea::Engine::FACTORY_DEFINE_ABSTRACT | ( | GameObject | ) |
| Fiea::Engine::RTTI_DEFINITIONS | ( | GameObject | ) |