Game Engine
Architected a C++ game engine with a runtime reflection system - employing Chain of
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Classes | |
struct | Allocator |
class | Heap |
struct | IAllocatorProvider |
struct | IDefaultAllocator |
struct | IMemoryService |
class | MemoryService |
class | MemoryServiceSingleton |
class | SystemAllocator |
A super-simple allocator to bypass our memory system. More... |
Functions | |
template<class T, class U> | |
bool | operator== (SystemAllocator< T > const &, SystemAllocator< U > const &) noexcept |
template<class T, class U> | |
bool | operator!= (SystemAllocator< T > const &x, SystemAllocator< U > const &y) noexcept |
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noexcept |
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noexcept |