Namespaces
The namespaces used by this project are:
| N helios | |
| N ext | Platform-specific extensions and backend implementations |
| N glfw | GLFW-specific implementations |
| N app | GLFW application infrastructure |
| N input | GLFW input handling |
| N GLFWGamepadLookup | |
| N GLFWKeyLookup | |
| N window | GLFW window management |
| N imgui | |
| N widgets | Debug and developer widgets for ImGui overlays |
| N opengl | OpenGL-specific implementations |
| N rendering | OpenGL rendering implementations |
| N model | OpenGL mesh implementations |
| N shader | OpenGL shader implementations |
| N app | Application infrastructure and lifecycle management |
| N controller | Controller classes for application control flow |
| N core | Core utilities shared across the helios engine |
| N data | Core data structures for inter-system communication |
| N units | |
| N engine | Engine utilities for frame pacing and tick/update lifecycle management |
| N game | Game logic infrastructure using Command pattern for decoupled, deterministic game systems |
| N commands | Built-in Command implementations for common game actions |
| N components | Built-in Component implementations for the entity-component system |
| N gameplay | Gameplay-specific components for game mechanics |
| N input | Input handling components that translate device input into game commands |
| N model | Components for 3D model management and spatial representation |
| N physics | This namespace contains components that handle physics simulation, movement, and related behaviors |
| N rendering | Components related to rendering and visual representation |
| N scene | Scene graph integration components |
| N event | Collision and interaction events for the game event system |
| N systems | Global game systems for cross-cutting concerns |
| N gameplay | Gameplay-specific systems for game mechanics |
| N physics | Physics and movement systems for the game engine |
| N post | Post-update systems for end-of-frame cleanup operations |
| N scene | Scene graph synchronization systems |
| N tooling | |
| N tooling | Tooling utilities for diagnostics, metrics and developer overlays |
| N event | Event system |
| N input | Input handling and management |
| N gamepad | Gamepad input handling and configuration |
| N types | Input type definitions |
| N math | Mathematical operations and types |
| N concepts | Mathematical concepts for type constraints |
| N transform | Transformation utilities for 3D graphics and scene graph inheritance |
| N types | Vector and matrix types |
| N rendering | Graphics rendering infrastructure |
| N asset | Rendering asset management |
| N shape | Geometric shape definitions |
| N basic | Basic primitive shapes |
| N model | 3D model and mesh management |
| N config | Configuration structures for model/material properties |
| N shader | Shader program management |
| N scene | Scene graph and camera management |
| N util | Utility functions and helper classes |
| N io | Input/output utilities |
| N log | Logging system with self-registering output sinks |
| N time | High-resolution timing helpers (Stopwatch, timers) |
| N window | Window management and configuration |
| N event | Window event definitions |
| N std |
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