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... | |
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.
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