StevEngine
StevEngine is a customizable C++ game engine.
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CStevEngine::Audio::AudioSystem | Main audio system for handling sound playback and management |
▼CJPH::BroadPhaseLayerInterface | |
CStevEngine::Physics::BPLayerInterfaceImpl | Broad phase layer interface for Jolt |
CStevEngine::Utilities::Color | RGBA color representation |
▼CStevEngine::Component | Base class for all game object components |
CStevEngine::Audio::Emitter | Component for playing sound effects from game objects |
▼CStevEngine::Physics::Collider | Base class for all collision shapes |
CStevEngine::Physics::CapsuleCollider | Capsule-shaped collider |
CStevEngine::Physics::CubeCollider | Box-shaped collider |
CStevEngine::Physics::CylinderCollider | Cylinder-shaped collider |
CStevEngine::Physics::ModelCollider | Mesh-based collider |
CStevEngine::Physics::SphereCollider | Sphere-shaped collider |
CStevEngine::Physics::TerrainCollider | Heightmap terrain collider |
CStevEngine::Physics::RigidBody | Physics rigid body component |
▼CStevEngine::Renderer::RenderComponent | Base component for renderable objects |
CStevEngine::Visuals::CapsulePrimitive | Capsule primitive renderer |
CStevEngine::Visuals::CubePrimitive | Cube primitive renderer |
CStevEngine::Visuals::CylinderPrimitive | Cylinder primitive renderer |
CStevEngine::Visuals::IcospherePrimitive | Icosphere primitive renderer |
CStevEngine::Visuals::TerrainRenderer | Component for rendering heightmap terrain |
CStevEngine::Visuals::UVSpherePrimitive | UV-mapped sphere primitive renderer |
CStevEngine::Visuals::Camera | Camera component for view and projection control |
▼CStevEngine::Visuals::Light | Base class for light components |
CStevEngine::Visuals::DirectionalLight | Directional light for parallel light rays |
CStevEngine::Visuals::PointLight | Point light for omni-directional lighting |
CStevEngine::Visuals::SpotLight | Spot light for cone-shaped directional lighting |
CStevEngine::Visuals::ModelRenderer | Component for rendering 3D models |
CStevEngine::CreateComponents | Factory system for creating components from serialized data |
▼CStevEngine::Renderer::CustomObject | Base interface for renderable objects |
CStevEngine::Renderer::Object | Standard renderable mesh object |
CStevEngine::Engine | Main engine class managing core systems |
▼CStevEngine::Event | Base class for all engine events |
CStevEngine::ChildEvent< EventType > | Wrapper for events from child objects |
CStevEngine::DeactivateEvent | Event for object deactivation |
CStevEngine::DrawEvent | Event for drawing |
CStevEngine::EngineDrawEvent | Event triggered when frame should be drawn |
CStevEngine::EngineQuitEvent | Event triggered when engine is shutting down |
CStevEngine::EngineStartEvent | Event triggered when engine starts |
CStevEngine::InputKeyDownEvent | Event triggered when a keyboard key is pressed |
CStevEngine::InputKeyUpEvent | Event triggered when a keyboard key is released |
CStevEngine::InputMouseButtonDownEvent | Event triggered when mouse button is pressed |
CStevEngine::InputMouseButtonUpEvent | Event triggered when mouse button is released |
CStevEngine::InputMouseMoveEvent | Event triggered when mouse is moved |
CStevEngine::InputMouseWheelEvent | Event triggered when mouse wheel is scrolled |
CStevEngine::Physics::ColliderUpdateEvent | Event for collider updates |
CStevEngine::PreUpdateEvent | Event triggered before frame update |
CStevEngine::SDLEvent | Event containing raw SDL event |
CStevEngine::TransformUpdateEvent | Event for transform changes |
CStevEngine::UpdateEvent | Event triggered on frame update |
CStevEngine::WindowFullscreenEvent | Event triggered when fullscreen mode changes |
CStevEngine::WindowMoveEvent | Event triggered when window is moved |
CStevEngine::WindowResizeEvent | Event triggered when window is resized |
CStevEngine::WindowVSyncEvent | Event triggered when vsync setting changes |
▼CStevEngine::EventHandlerBase | Base class for event handlers |
CStevEngine::EventHandler< EventType > | Typed event handler implementation |
CStevEngine::EventManager | Manages event subscriptions and publishing |
CStevEngine::Data::GameData | Manages persistent game data storage and retrieval |
CStevEngine::GameObject | Core game object class |
CStevEngine::GameSettings | Engine configuration settings |
Cstd::hash< StevEngine::Utilities::ID > | |
CStevEngine::Utilities::ID | UUID-based unique identifier |
CStevEngine::InputManager | Handles input processing and management |
CStevEngine::Utilities::KeyValueStore | |
CStevEngine::Physics::Layer | Physics collision layer |
CStevEngine::Visuals::Material | Material properties for rendering |
CStevEngine::Utilities::Matrix4 | 4x4 matrix for 3D transformations |
CStevEngine::Utilities::Mesh | Single mesh data within a model |
CStevEngine::Utilities::Model | 3D model data container |
CStevEngine::Physics::MotionProperties | Motion properties configuration for rigid bodies |
▼CJPH::ObjectLayerPairFilter | |
CStevEngine::Physics::ObjectLayerPairFilterImpl | Filter for object layer collisions |
▼CJPH::ObjectVsBroadPhaseLayerFilter | |
CStevEngine::Physics::ObjectVsBroadPhaseLayerFilterImpl | Filter for broad phase layer collisions |
CStevEngine::Physics::PhysicsSystem | Core physics simulation system |
CStevEngine::Utilities::Quaternion | Quaternion for 3D rotations |
CStevEngine::Utilities::Range3 | Axis-aligned bounding box in 3D space |
CStevEngine::Renderer::RenderObject | Container for renderable object and transform Groups an object with its world transform for rendering |
CStevEngine::Renderer::RenderSystem | Core rendering system |
CStevEngine::Resources::Resource | Container for loaded resource data |
CStevEngine::Resources::ResourceManager | Manages loading and access to game resources |
CStevEngine::Scene | Container for game objects and scene state |
CStevEngine::SceneManager | Manages multiple scenes and scene transitions |
CStevEngine::Data::Settings | Manages game settings and configuration |
CStevEngine::Renderer::Shader | Single shader stage (vertex or fragment) |
▼CStevEngine::Renderer::ShaderProgram | Compiled and linked shader program |
CStevEngine::Renderer::ComputeShader | |
CStevEngine::Utilities::Stream | Stream for serialization of data |
CStevEngine::Utilities::TerrainData | Heightmap terrain data storage |
▼CStevEngine::Visuals::Texture | OpenGL texture wrapper |
CStevEngine::Visuals::ComputeTexture | |
CStevEngine::Utilities::Vector2 | 2D vector class |
CStevEngine::Utilities::Vector3 | 3D vector class |
CStevEngine::Utilities::Vector4 | 4D vector class |
CStevEngine::Utilities::Vertex | 3D mesh vertex data structure |
CVertex | 3D mesh vertex data structure |