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 | ) |