42#include "audio/AudioManager.h"
43#include "graphics/GraphicsAPI.h"
44#include "graphics/ShaderProgram.h"
45#include "graphics/Texture.h"
46#include "graphics/VertexLayout.h"
47#include "input/InputManager.h"
49#include "io/FileSystem.h"
50#include "physics/Collider.h"
51#include "physics/CollisionObject.h"
52#include "physics/KinematicCharacterController.h"
53#include "physics/PhysicsManager.h"
54#include "physics/RigidBody.h"
56#include "render/Material.h"
57#include "render/Mesh.h"
58#include "render/RenderQueue.h"
60#include "scene/Component.h"
61#include "scene/GameObject.h"
62#include "scene/Scene.h"
63#include "scene/components/AnimationComponent.h"
64#include "scene/components/CameraComponent.h"
66#include "scene/components/LightComponent.h"
67#include "scene/components/MeshComponent.h"
68#include "scene/components/PhysicsComponent.h"
69#include "scene/components/PlayerControllerComponent.h"
Static factory methods for creating common primitive mesh shapes.
Thin wrapper around std::ifstream for reading a single file.
Universal HP sink: damageable + killable game objects.
Console logging macros for all engine and game code.
Engine-wide primitive type aliases and GLM math imports.
Abstract base class for the user-defined game or lab application.
Lightweight data-transfer structs shared across subsystems.
Central singleton that owns and coordinates all engine subsystems.