PCG-FPS
v2 m0.22.4
Simple First Person Shooter with Procedurally Generated Level
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Cskr::fps2::Collision::BoundingBox | Bounding box of a geometry |
Cskr::fps2::Renderer::OpenGL::Camera | Manages camera |
Cskr::fps2::Collision::CollisionBox | Defines a box used to collision |
▼CCollisionCallback | |
Cskr::fps2::Collision::CollisionCallback | Implements rp3d::CollisionCallback from ReactPhysics3D Library Used in detection of collisions between collision shapes |
Cskr::fps2::Collision::CollisionManager | Initialization and handling of collisions and raycast basically everything that is released to or uses the ReactPhysics3D library |
Cskr::fps2::Game::Completed | Holds target completion |
Cskr::fps2::Collision::ContactPoint | Single contact point |
Cskr::fps2::Renderer::OpenGL::Cubemap | Manages cubemap texture |
Cskr::fps2::Game::Game | Main Game Manager class keeps track of status of game (started, finished, completed) and stats (number of shots, hits, etc) |
Cskr::fps2::Renderer::OpenGL::GeometryBoundingBox | Bounding box of entire level geometry |
Cskr::fps2::Renderer::OpenGL::LevelManager | Holds all rooms in a central place |
▼Cskr::fps2::Renderer::OpenGL::Material | Interface for material types |
Cskr::fps2::Renderer::OpenGL::MaterialParameters | Holding material parameters for objects without textures |
Cskr::fps2::Renderer::OpenGL::Mesh | Holds geometry of a single mesh |
Cskr::fps2::Renderer::OpenGL::Model | Holds information of a model |
Cskr::fps2::Renderer::OpenGL::ModelCache | Manages loaded models in a central place Implements Scott Meyers' singleton pattern currently, ModelCache is not designed to load and unload models freely at runtime |
▼COverlapCallback | |
Cskr::fps2::Collision::OverlapCallback | Implements rp3d::OverlapCallback from ReactPhysics3D Library Used in detection of overlaps between collision shapes |
Cskr::fps2::Renderer::OpenGL::PointLight | Defines a point light, emitting light in all directions |
▼CRaycastCallback | |
Cskr::fps2::Collision::RaycastCallback | Implements rp3d::RaycastCallback from ReactPhysics3D Library Used in hit detection |
Cskr::fps2::Renderer::OpenGL::Renderer | OpenGL renderer |
Cskr::fps2::Renderer::OpenGL::RoomGeometry | Holds geometry of a room |
Cskr::fps2::Settings | Managing and handling of settings for program |
Cskr::fps2::Renderer::OpenGL::Shader | Handles shader loading, compiling and linking. Also provides access to set uniform ids and usage |
Cskr::fps2::Renderer::OpenGL::TargetGeometry | Manages geometry of a target |
Cskr::fps2::Renderer::OpenGL::TargetModel | Model for a target |
Cskr::fps2::Renderer::OpenGL::Texture | Holds all informations for a texture |
Cskr::fps2::Renderer::OpenGL::TextureCache | Manages loaded textures in a central place Implements Scott Meyers' singleton pattern currently, TextureCache is not designed to load and unload textures freely at runtime |
Cskr::fps2::Renderer::OpenGL::Vertex | Vertex information |