Expand description
Engine is container for all subsystems (renderer, ui, sound, resource manager). It also creates a window and an OpenGL context.
Modules§
- error
- All possible errors that can happen in the engine.
- executor
- Executor is a small wrapper that manages plugins and scripts for your game.
- task
- Asynchronous task handler. See
TaskPoolHandler
for more info and usage examples.
Structs§
- Async
Scene Loader - A helper that is used to load scenes asynchronously.
- Engine
- See module docs.
- Engine
Init Params - Engine initialization parameters.
- Graphics
Context Params - A set of parameters that could be used to initialize graphics context.
- Graphics
Server Constructor - Graphics server constructor is used to initialize different graphics servers in unified manner.
Default
trait implementation currently creates OpenGL graphics server. - Initialized
Graphics Context - An initialized graphics context. It contains the main application window and the renderer instance.
- Performance
Statistics - Performance statistics.
- Script
Message Dispatcher - Performs dispatch of script messages.
- Script
Processor - Script processor is used to run script methods in a strict order.
- Scripted
Scene - Scripted scene is a handle to scene with some additional data associated with it.
- Serialization
Context - Serialization context holds runtime type information that allows to create unknown types using their UUIDs and a respective constructors.
Enums§
- Graphics
Context - Graphics context of the engine, it could be in two main states:
Type Aliases§
- Graphics
Server Constructor Callback - Graphics server constructor callback responsible for actual server creation. Graphics server initialization usually tied together with window creation on some operating systems, that’s why the constructor accepts window builder and must return the window built with the builder as well as the server.
- Graphics
Server Constructor Result - A result returned by a graphics server constructor.