| Nkemena | Top-level Kemena3D engine namespace |
| CkAABB | Axis-aligned bounding box (min/max in the same space) |
| CkAnimation | Non-skeletal animation clip — collection of per-object tracks |
| CkAnimator | Controls playback of animation clips |
| CkAssetManager | Central asset-loading and cache manager |
| CkAudio | Represents a loaded audio clip that can be played, stopped, and positioned |
| CkAudioListener | Marks a scene object as the audio listener (typically the main camera) |
| CkAudioManager | Owns the miniaudio engine and acts as a factory for kAudio instances |
| CkAudioSource | Describes an audio emitter attached to a scene object |
| CkBone | Represents one bone in a skeletal animation |
| CkBoneInfo | Stores the per-bone offset matrix and its index in the palette |
| CkCamera | Scene-graph camera node |
| CkCharacterController | Runtime wrapper around a Jolt character |
| CkCharacterControllerDesc | Editor-authored description of a character controller |
| CkDriver | Pure-virtual graphics driver interface |
| CkFileByteStream | Minimal file-backed asIBinaryStream for bytecode I/O |
| CkFontGlyph | Glyph metrics for a single character in a bitmap font atlas |
| CkFrustum | View frustum defined by six planes extracted from a view-projection matrix |
| CkGuiManager | Wraps Dear ImGui initialisation, event forwarding, and widget calls |
| CkKeyPosition | A single position keyframe for skeletal animation |
| CkKeyRotation | A single rotation keyframe for skeletal animation |
| CkKeyScale | A single scale keyframe for skeletal animation |
| CkLight | Scene-graph node that emits light |
| CkMaterial | Groups a shader program with textures and surface parameters |
| CkMD5 | Streaming MD5 message-digest implementation |
| CkMesh | Scene-graph node that holds renderable geometry |
| CkMeshGenerator | Procedural mesh generators — no file I/O, no asset manager needed |
| CkNavAgent | A single crowd agent managed by kNavManager |
| CkNavAgentConfig | Per-agent parameters passed to dtCrowd on creation |
| CkNavBuildConfig | All parameters that control the Recast bake pipeline |
| CkNavLink | Defines a traversable shortcut between two navmesh points |
| CkNavManager | Owns a dtCrowd and a dtTileCache update loop for a single kNavMesh |
| CkNavMesh | A baked navigation mesh used for pathfinding and obstacle simulation |
| CkNavMeshDesc | Serialisable settings for a navigation surface attached to an object in the editor |
| CkNavObstacle | A dynamic cylinder obstacle carved into the navmesh at runtime |
| CkNodeData | Node in a skeletal-animation hierarchy (one per scene-graph joint) |
| CkObject | Base scene-graph node |
| CkObjectAnimTrack | A single transform track for one target object inside a clip |
| CkOctree | Loose octree that spatially indexes scene meshes for frustum culling |
| CkOffscreenRenderer | Renders to an offscreen FBO for thumbnails, previews, and image export |
| CkOpenGLDriver | OpenGL 3.3 Core Profile graphics driver |
| CkParticle | Data descriptor for a single particle system attached to a scene object |
| CkParticleManager | Manages active particle emitters at runtime |
| CkPhysicsManager | Owns the Jolt PhysicsSystem and manages the lifecycle of all physics bodies |
| CkPhysicsObject | Represents a single rigid body or trigger volume inside the physics simulation |
| CkPhysicsObjectDesc | All parameters needed to create a kPhysicsObject |
| CkPhysicsRaycastHit | Result of a physics raycast query |
| CkPhysicsShapeDesc | Parameters that fully describe a collision shape |
| CkPrefab | A serialized object subtree saved as a .prefab JSON asset |
| CkRenderer | Orchestrates the full render pipeline for a scene |
| CkScene | Holds all objects, lights, and rendering settings for one scene |
| CkScript | Per-object script component descriptor |
| CkScriptAsset | A registered script asset: a compilable unit of script source |
| CkScriptGraph | The complete editable node graph for one script |
| CkScriptGraphLink | A directed wire from an output pin to an input pin |
| CkScriptGraphNode | A single graph node with its input/output pins and payload |
| CkScriptGraphPin | A connection point on a node |
| CkScriptGraphResult | Result of compiling a graph to AngelScript text |
| CkScriptGraphVar | A graph-scope variable, emitted as an AngelScript global |
| CkScriptInstance | A live, per-object compiled script module |
| CkScriptManager | Manages the AngelScript engine, a registry of script assets, and the live per-object script module instances |
| CkShader | Wraps a compiled GLSL shader program |
| CkShaderCompiler | Compiles a kShaderGraph into combined GLSL source |
| CkShaderCompileResult | Result of compiling a shader graph into GLSL |
| CkShaderGraph | A complete node-based shader graph: nodes, links, and identity |
| CkShaderLink | A directed edge connecting an output pin to an input pin |
| CkShaderNode | A node in the shader graph: a typed operation with input/output pins |
| CkShaderPin | A single input or output connection point on a shader node |
| CkShaderSource | Holds the split stages of a combined shader source |
| CkSkeletalAnimation | A single skeletal animation clip (bone channels + node hierarchy) |
| CkSystemEvent | Wraps an SDL_Event and provides helper accessors for input polling |
| CkTexture | Base GPU texture abstraction shared by kTexture2D and kTextureCube |
| CkTexture2D | Extends kTexture with 2D-specific metadata and optional CPU-side pixel data |
| CkTextureCube | Represents a six-face cube-map texture |
| CkTimer | Measures elapsed time between consecutive frames |
| CkVertexInfo | Full per-vertex data layout used internally by the asset manager |
| CkWindow | Creates and manages an SDL3 application window |
| CkWorld | Root container for the entire simulation environment |