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Nebula
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#include "core/refcounted.h"#include "entity.h"#include "entitypool.h"#include "component.h"#include "memdb/tablesignature.h"#include "util/queue.h"#include "category.h"#include "processorid.h"#include "processor.h"#include "memory/arenaallocator.h"#include "frameevent.h"#include "util/fourcc.h"Go to the source code of this file.
Classes | |
| struct | Game::EntityCreateInfo |
| class | Game::World |
| A container of entities, their components, and processors. More... | |
| struct | Game::World::AllocateInstanceCommand |
| struct | Game::World::DeallocInstanceCommand |
| struct | Game::World::AddStagedComponentCommand |
| struct | Game::World::RemoveComponentCommand |
Namespaces | |
| namespace | MemDb |
| Attribute. | |
| namespace | Util |
| A pinned array is an array which manages its own virtual memory. | |
| namespace | Game |
| Game::EditorState. | |
Functions | |
| World * | Game::GetWorld (WorldHash worldHash) |
| returns a world by hash | |
| World * | Game::GetWorld (WorldId worldId) |
| returns a world by id | |