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Monad Engine da02fba2
> Undercity Codex_
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Umbrella include for the entire Engine library. More...
#include "Application.h"#include "Common.h"#include "Engine.h"#include "Log.h"#include "Types.h"#include "audio/AudioManager.h"#include "graphics/GraphicsAPI.h"#include "graphics/ShaderProgram.h"#include "graphics/Texture.h"#include "graphics/VertexLayout.h"#include "input/InputManager.h"#include "io/FileReader.h"#include "io/FileSystem.h"#include "physics/Collider.h"#include "physics/CollisionObject.h"#include "physics/KinematicCharacterController.h"#include "physics/PhysicsManager.h"#include "physics/RigidBody.h"#include "render/Builder.h"#include "render/Material.h"#include "render/Mesh.h"#include "render/RenderQueue.h"#include "render/SpriteRenderer.h"#include "scene/Component.h"#include "scene/GameObject.h"#include "scene/Scene.h"#include "scene/components/AnimationComponent.h"#include "scene/components/CameraComponent.h"#include "scene/components/HealthComponent.h"#include "scene/components/LightComponent.h"#include "scene/components/MeshComponent.h"#include "scene/components/PhysicsComponent.h"#include "scene/components/PlayerControllerComponent.h"
Include dependency graph for Monad.h:Go to the source code of this file.
Umbrella include for the entire Engine library.
Game / application code should include only this header. It transitively pulls in every public engine subsystem:
| Include pulled in | What it gives you |
|---|---|
| Application.h | Base class to subclass for your game loop |
| Engine.h | Singleton that owns all subsystems |
| Types.h | Primitive type aliases (f32, vec3, mat4 …) |
| Log.h | LOG_INFO / LOG_WARN / LOG_ERROR / LOG_FATAL |
| Common.h | CameraData, LightData transfer structs |
| graphics/GraphicsAPI.h | Low-level GL wrapper (shaders, buffers) |
| graphics/ShaderProgram.h | GLSL program + uniform upload |
| graphics/Texture.h | 2D texture + TextureManager cache |
| graphics/VertexLayout.h | VBO attribute layout description |
| input/InputManager.h | Keyboard + mouse polling |
| io/FileReader.h | Simple file reader utility |
| io/FileSystem.h | Asset-relative path resolution |
| physics/PhysicsManager.h | Bullet world singleton + step |
| physics/RigidBody.h | Rigid body wrapper |
| physics/Collider.h | Collision shape wrapper |
| render/Builder.h | MeshData factory helpers |
| render/Material.h | Shader + uniform container |
| render/Mesh.h | GPU mesh (VAO/VBO/EBO) |
| render/RenderQueue.h | Per-frame command submission + draw |
| scene/Component.h | Base component + COMPONENT macro |
| scene/GameObject.h | Scene node with transform + components |
| scene/Scene.h | Owns the object graph, camera, lights |
| scene/components/… | Built-in components (camera, mesh, light …) |
Definition in file Monad.h.