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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 |