group2 0.1.0
CSE 125 Group 2
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 12]
 NphysicsPure physics math — no ECS types, no registry
 CHitResultResult of a swept AABB collision query
 CPlaneAn infinite plane dividing free space from solid geometry
 CSphereHitResultResult of a sphere-cast query (includes world-space hit point)
 CWallDetectionResultResults of wall detection sphere casts
 CWorldAABBAn axis-aligned box in world space, used as static collision geometry
 CWorldBrushA convex volume defined by bounding planes (for ramps, angled walls, etc.)
 CWorldGeometryAll world collision geometry for one tick
 Nregistry_serialization
 CLoader
 Nstd
 Chash< ClientId >Hash function for ClientId, allowing it to be used as a key in unordered containers
 CArcVertexLightning arc vertex (pre-expanded triangle strip, uploaded as flat stream)
 CBillboardParticleSingle billboard particle (sparks, impact flash, shockwave ring)
 CBulletHoleDecalRing-buffer pool of 512 world-space decal quads (bullet holes, scorch marks)
 CCamera
 CClientTCP stream client — sends input to the server and receives state updates
 CClientIdAssociates an entity with a connected network client
 CCollisionShapeAxis-aligned bounding box defined by half-extents from the entity's Position
 CDebugUIForward-declared to avoid pulling in heavy particle headers
 CDecalInstanceWorld-space decal instance (bullet hole, scorch mark)
 CEntityRenderCmdSDL3 GPU renderer – forward PBR pipeline with HDR + tone mapping
 CEventA single gameplay event produced by network input processing
 CEventQueueFIFO queue of gameplay events awaiting processing each tick
 CExplosionEffectSpawns shockwave ring + fireball + smoke cloud for rocket explosions
 CExplosionEventEmitted when a rocket/grenade explodes
 CFrameRecorderRecords per-frame state to a timestamped directory on disk
 CFrameStatePer-frame snapshot written to the recording CSV
 CGameTop-level client game object
 CGlyphInfoPer-glyph metrics stored after SDF atlas bake
 CGpuParticleBufferManages a GPU storage buffer + CPU-side transfer buffer pair for particle data
 CHitscanBeamHitscan energy beam (main glowing quad)
 CHitscanEffectHitscan energy beam using fBm (fractional Brownian motion) path deviation
 CImpactEffectSpawns spark bursts + impact flash quads on hit events
 CInputArchive
 CInputSnapshotOne tick of player input, stamped with the tick it was sampled on
 CLoadedModelEverything returned by loadModel()
 CLocalPlayerMarker component that tags exactly one entity per client as the locally controlled player
 CMaterialDataPBR material scalar parameters extracted from Assimp/glTF
 CMeshDataCPU-side mesh data ready for GPU upload
 CMessageStreamLength-prefixed framing layer over a TCP stream socket
 CModelVertexOne vertex in a loaded 3-D model (PBR-ready)
 CNetworkConfigRuntime network connection parameters
 COutputArchive
 CParticleEmitterTagTag component for world entities that continuously emit smoke/fire/steam particles
 CParticlePoolFixed-capacity particle pool with O(1) swap-remove
 CParticleRendererOwns all particle GPU pipelines and per-category GPU buffers
 CParticleSystemTop-level particle system orchestrator
 CParticleUniformsStd140-compatible uniform block pushed before every particle pipeline
 CPlayerStateLocomotion state for a player entity
 CPositionWorld-space position of an entity, in game units
 CPreviousPositionCopy of Position from the previous physics tick, used for render interpolation
 CProjectileComponent attached to projectile entities
 CProjectileImpactEventEmitted when a projectile or hitscan hits a surface
 CRenderableLightweight handle into the Renderer's models[] vector
 CRendererSDL3 GPU renderer with forward PBR pipeline
 CRenderTogglesForward-declared to avoid circular includes
 CRibbonEmitterComponent attached to slow/arcing projectile entities (rockets, slow bolts)
 CNodeA single recorded point along the ribbon trail
 CRibbonTrailBuilds camera-facing ribbon trails for slow/arcing projectiles (rockets)
 CRibbonVertexRibbon vertex (pre-expanded on CPU, uploaded as flat vertex stream)
 CSdfAtlasLoads a TTF font, bakes an SDF glyph atlas, and uploads it to the GPU
 CSdfGlyphGPUSDF glyph quad (world-space or screen-space HUD)
 CSdfRendererQueues SDF glyph quads for world-space and screen-space text
 CServerTCP stream socket — receives client packets and echoes them back
 CServerGameTop-level server game loop
 CShelfSingle shelf row used by the shelf-packing algorithm
 CSkinnedModelSkinned mesh with skeletal animation, loaded from FBX (Mixamo)
 CImpl
 CSmokeEffectManages volumetric smoke billboard particles
 CSmokeParticleSmoke / fire billboard (uses noise texture for volumetric look)
 CSurfaceParamsVisual tuning parameters for a single surface material type
 CTextureDataRGBA pixel data for one texture (decoded from embedded PNG/JPEG)
 CTracerEffectManages oriented-capsule tracers for fast-bullet projectile entities
 CTracerEmitterComponent attached to fast-bullet projectile entities
 CTracerParticleOriented capsule streak for fast-bullet tracers (R301 style)
 CVelocityLinear velocity of an entity, in game units per second
 CWeaponFiredEventEmitted when a weapon fires (both hitscan and projectile)
 CWeaponStateComponent attached to armed entities (players, bots)
 CWeaponViewmodelFirst-person weapon viewmodel descriptor sent per frame