SleakEngine 1.0.0
C++23 multi-backend game engine
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Topics
Here is a list of all topics with brief descriptions:
 CoreApplication lifecycle, scene lifecycle, and the command-line, logging, and window helpers Application depends on
 SceneScene graph and Entity-Component system: GameObject, the base Component type, and the built-in component types
 CameraCamera projection/view state and the view frustum used for CPU-side visibility tests
 RenderingRenderer-facing public runtime: meshes, materials, textures, skybox, and model loading
 AnimationSkeletal animation runtime: clips, blending state machines, and the skeleton bone hierarchy
 Vertex FormatsCustom vertex format registration API a game uses to describe its own vertex layouts to the renderer
 LightingLight types (directional, point, spot, area) and the manager that collects them for rendering
 PhysicsCollision shapes, broadphase structures, rigidbody simulation, and the physics world that drives them
 EventsCore event types plus the dispatcher and delegate machinery that routes them
 InputKeyboard, mouse, and action-mapped input handling
 CullingCPU frustum culling and software occlusion culling against a rasterized depth buffer
 MathVectors, matrices, quaternions, colors, and general math helpers
 MemoryReference-counted and smart pointer types used for engine resource ownership
 UtilityGeneral-purpose containers, the String type, and the exception hierarchy
 DebugDebug line rendering, benchmarking, and runtime system metrics overlays
 UIThin Dear ImGui wrapper; the only UI surface Game is allowed to call
 File SystemFile access and the serialization interfaces built on top of it