API Documentation
Namespaces | Classes | Typedefs | Enumerations
nkAstraeus Namespace Reference

Encompasses all API of component NilkinsAstraeus. More...

Namespaces

 lua
 Encompasses the wrapping done for a Lua environment.
 

Classes

struct  ArrayData
 Holds array data, with ownership. More...
 
struct  ArrayView
 Holds array data, without ownership. More...
 
class  Engine
 The main entry point for nkAstraeus engine. More...
 
class  GraphicsEngine
 Drives the graphics engine part. More...
 
class  LogManager
 Responsible for logging all messages from the component. By registering a nkLog::Logger inside, it is possible to listen to all messages logged. More...
 
class  Material
 Base class for all materials in the component. More...
 
class  MaterialManager
 Manages the materials available in the component. More...
 
class  PbsMaterial
 A Physically Based Shading material. More...
 
struct  PbsMaterialInfo
 For internal usage, should not be called. More...
 
class  PbsProgramSources
 For internal usage, should not be called. More...
 
class  PbsProgramTracker
 For internal usage, should not be called. More...
 
class  ProjectLoader
 Allows to load and save projects, that is, resource sets. More...
 
struct  ProjectLoadQuery
 Describes a project load query. More...
 
struct  ProjectLoadResult
 Holds information about a project load attempt. More...
 
struct  ProjectSaveQuery
 Describes a project save query. More...
 
class  ScriptsEngine
 Drives the scripting sub engine. More...
 

Typedefs

using ByteArrayData = ArrayData< char >
 Typedef over a known type.
 
using ByteArrayView = ArrayView< char >
 Typedef over a known type.
 
using UbyteArrayData = ArrayData< unsigned char >
 Typedef over a known type.
 
using UbyteArrayView = ArrayView< unsigned char >
 Typedef over a known type.
 

Enumerations

enum  MATERIAL_TYPE { MATERIAL_TYPE::PBS = 0 }
 Lists all materials supported. More...
 

Detailed Description

Encompasses all API of component NilkinsAstraeus.

NilkinsAstraeus is a component that leverages all other capabilities exposed in other components to offer what gets near a game engine. Currently, it will :

As it goes, it will evolve to offer a higher level control, and more capabilities to ease the use of the engine as a whole.

Enumeration Type Documentation

◆ MATERIAL_TYPE

Lists all materials supported.

Enumerator
PBS 

Physically Based Shading material.