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    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 | 
 1.8.18