Kemena3D
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File List
Here is a list of all files with brief descriptions:
[detail level 123]
 
Source
 
include
 
kanimation.h
Non-skeletal (object-transform) animation clip
 
kanimator.h
Drives playback of skeletal (bone) animation, and reserves a hook for future non-skeletal (object-transform) animation
 
kassetmanager.h
Loads and manages textures, meshes, shaders, materials, and animations
 
kaudio.h
Single audio clip — 2D or 3D positional playback
 
kaudiomanager.h
Audio subsystem manager — initialises the audio engine and owns audio clips
 
kaudiosource.h
Audio emitter and listener component descriptors for scene objects
 
kbone.h
Single skeletal bone with position, rotation, and scale keyframe channels
 
kcamera.h
Perspective camera node (free-look or look-at)
 
kcharactercontroller.h
Capsule character controller built on Jolt's JPH::Character
 
kconfig.h
Compile-time configuration switches for the Kemena3D engine
 
kdatatype.h
Core type aliases, enumerations, structs, and utility functions used throughout the engine
 
kdriver.h
Abstract graphics driver interface used by the engine
 
kemena.h
 
kexport.h
Symbol visibility / linkage macro for the Kemena3D library
 
kguimanager.h
Thin wrapper around Dear ImGui for building in-engine UI
 
klight.h
Light source scene-graph node (point, directional, spotlight)
 
kmaterial.h
Surface material combining a shader, textures, and PBR/Phong properties
 
kmd5.h
 
kmesh.h
Polygonal mesh node with skeletal animation support
 
kmeshgenerator.h
 
knavagent.h
Navigation crowd agent driven by Detour Crowd
 
knavmanager.h
High-level navigation manager: crowd agents, obstacles, tile cache updates
 
knavmesh.h
Navigation mesh baking and pathfinding
 
knavobstacle.h
Dynamic navigation obstacle (cylinder) backed by dtTileCache
 
kobject.h
Base class for all scene-graph nodes in the Kemena3D engine
 
koctree.h
Frustum class and loose octree for scene-level mesh culling
 
koffscreenrenderer.h
Offscreen FBO renderer for thumbnails, previews, and image export
 
kopengldriver.h
OpenGL 3.3 Core Profile implementation of the kDriver interface
 
kparticle.h
Particle system component and manager
 
kphysicsmanager.h
Physics subsystem manager — owns the simulation world and acts as a factory for kPhysicsObject
 
kphysicsobject.h
A single physics body — shape, type (dynamic / static / kinematic / trigger), and runtime controls
 
kprefab.h
Serialized object subtree saved as a .prefab JSON asset
 
krenderer.h
High-level renderer that orchestrates the render pipeline
 
kscene.h
Container for a self-contained scene (objects, lights, skybox)
 
kscriptbindings.h
Registers the engine's host API with an AngelScript engine
 
kscriptgraph.h
Visual-scripting node graph: data model, JSON serialisation, and AngelScript code generation
 
kscriptmanager.h
AngelScript engine wrapper: script-asset registry, text/bytecode compilation, and per-object script instances
 
kshader.h
GLSL shader program wrapper
 
kshadernode.h
 
kskelanimation.h
Skeletal animation clip — bone keyframes + node hierarchy
 
ktexture.h
Base class for GPU texture objects
 
ktexture2d.h
2D texture with pixel data access
 
ktexturecube.h
Cube-map texture used for skyboxes and environment maps
 
ktimer.h
High-resolution per-frame delta-time timer
 
kwindow.h
Application window management backed by SDL3
 
kworld.h
Top-level container holding scenes and cameras