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Nebula
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| NAnimation | |
| NAnyFX | Implements a shader effect (using AnyFX) in Vulkan |
| NApp | |
| NAttr | |
| NAudio | |
| NAudioFeature | |
| NBase | |
| NBaseGameFeature | |
| NCharacters | A character encapsulates a skeleton resource, an animation resource, and the ability to instantiate such and drive animations |
| NClustering | Context handling GPU cluster culling |
| NCommands | |
| NConsoleHook | |
| NCore | |
| NCoreAnimation | An animation resource holds a set of animations from a loaded NAX file |
| ►NCoreGraphics | Acceleration structures are used to enable ray tracing on the GPU by dividing the scene into a BVH |
| NDarwin | |
| NDb | |
| NDebug | |
| NDecals | The Decal context manages the decal system and entities and rendering |
| NDynui | Imgui Profiler UI |
| NFibers | Fiber implementation header |
| NFlat | Flatbuffer to Nebula type conversion functions |
| Nflatbuffers | |
| NFog | |
| NFrame | ImGUI debug interface for inspecting frame scripts |
| NFrameSync | |
| ►NGame | Game::EditorState |
| NGcc | |
| NGI | The DDGI context is responsible for managing the GI volumes used to apply indirect light in the scene |
| NGLFW | |
| NGraphics | Implements the shader server used by Vulkan |
| NGraphicsFeature | |
| NHttp | This file was generated with Nebula Trifid's idlc compiler tool |
| NIds | This simple Id pool implements a set of free and used consecutive integers |
| ►NIm3d | |
| NInput | FIXME! |
| NInstancing | |
| NInterface | |
| ►NIO | Instances of wrapped stream classes |
| NJobs | Job system allows for scheduling and execution of a parallel task |
| NJobs2 | |
| NLighting | The lighting subsystem allows for attaching light source functionality to a GraphicsEntityId |
| NLinux | |
| NLtcLUTs | LTC constants for the LUTs |
| NMaterials | Material special version of variant |
| NMaterialTemplates | Materials represent a set of settings and a correlated shader configuration, which tells the engine which shader to use and how to apply the constants and textures on each respective shader |
| NMath | Different curves |
| NMathf | |
| NMemDb | Attribute |
| NMemory | |
| NMessaging | |
| NModels | A model resource consists of nodes, each of which inhibit some information read from an .n3 file |
| NMsg | |
| NMultiplayer | |
| ►Nnanobind | |
| ►NNebula | |
| NNebulaEngine | |
| NNet | |
| NOptions | Globally accessible options |
| NOSX | |
| NParticles | Particle context controls playing and enabling/disabling of particle emitters inside a model |
| NPhysics | Diverse functions for manipulating physics actors |
| NPhysicsFeature | |
| NPicking | |
| Npjson | |
| NPosix | Posix implemention of a read-many write-few lock |
| NPostEffects | Bloom post effect |
| NProfiling | |
| NPython | Python conversion functions |
| NRaytracing | Context dealing with scene management for ray tracing |
| NRenderModules | |
| NRenderUtil | Helpers to create geometry |
| NResources | A resource is a container for some type of file which is loaded |
| ►NScripting | Prototype for deargui scripting init |
| NShared | |
| NSoLoud | |
| NStaticUI | Static UI Context |
| Nstd | |
| NSystem | |
| Ntb | |
| NTBUI | Turbobadger UI Batch |
| NTerrain | The occupancy quad tree implements a tree which allows for a quick search |
| ►NThreading | The Jobs2 system provides a set of threads and a pool of jobs from which threads can pickup work |
| NTime | These are the standard time source objects provided by Application layer: |
| NTiming | |
| ►Ntyti | |
| NUtil | A pinned array is an array which manages its own virtual memory |
| NVegetation | The vegetation context handles rendering of grass, trees and other types of vegetation |
| NVisibility | Implements a resource loader for models |
| NVulkan | Vulkan implementation of GPU acceleration structure |
| NWin32 | [TODO: Describe Win32 subsystem] |