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filehelios/engine/runtime/world/_module.ixx

Aggregate module for helios::engine::runtime::world namespace. More...

fileGameWorld.ixx

Central game state container for entities, resources, and the active level. More...

fileLevel.ixx

Defines the Level class representing a game level or stage. More...

fileManager.ixx

Type-erased manager wrapper using the Concept/Model pattern. More...

fileManagerRegistry.ixx

Type-indexed registry for managing Manager instances. More...

fileResourceRegistry.ixx

Type-indexed registry for engine resources with O(1) lookup. More...

fileSession.ixx

Session state container for game-wide state. More...

fileSystem.ixx

Type-erased system wrapper using the Concept/Model pattern. More...

fileSystemRegistry.ixx

Type-indexed registry for managing System instances within a game loop pass. More...

fileUpdateContext.ixx

Per-frame context passed to systems during game loop updates. More...

Description

helios::engine::runtime::world

World state management, resource registry, and per-frame update context.

Overview

This module provides the core classes for managing runtime game state. GameWorld is the root container owning the entity system, the ResourceRegistry for type-indexed O(1) resource access, the current Level, and the Session. UpdateContext provides the per-frame context passed to systems during updates.

Key Classes

ClassPurpose
GameWorldCentral game state container for entities, resources, and the active level
ResourceRegistryType-indexed store for Managers and CommandBuffers with O(1) lookup
SessionCross-frame state tracking (game/match states, scores)
LevelGame level with world bounds and root scene node
UpdateContextPer-frame context with delta time, event buses, and queueCommand<T>()
SystemRegistryConceptModelRegistry<System, SystemTypeId> alias for system storage
ManagerRegistryConceptModelRegistry<Manager, ResourceTypeId> alias for manager storage
ManagerType-erased wrapper for deferred operation handlers (Concept/Model pattern)

Usage

 // Create world and register resources
 auto& poolMgr = gameWorld.registerResource<GameObjectPoolManager>();
 auto& spawnMgr = gameWorld.registerResource<SpawnManager>();
 
 gameWorld.init(); // Initializes all Managers in registration order
 
 // Create entities
 auto player = gameWorld.addGameObject();
 player.add<TransformComponent>(position);
 player.setActive(true);
 
 // Query entities via views
 for (auto [entity, transform, active] : gameWorld.view<
  TransformComponent, Active
 >().whereEnabled()) {
  // Process matching entities
 }


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