Olympe Engine 2.0
2D Game Engine with ECS Architecture
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Classes | Namespaces
World.h File Reference

World and ECS Manager for Olympe Engine. More...

#include "system/EventQueue.h"
#include "system/system_utils.h"
#include <vector>
#include <memory>
#include <unordered_map>
#include <queue>
#include <type_traits>
#include "Level.h"
#include "GameState.h"
#include "Ecs_Entity.h"
#include "ECS_Components.h"
#include "ECS_Systems.h"
#include "ECS_Register.h"
#include "PrefabScanner.h"
#include "PrefabFactory.h"
#include "third_party/nlohmann/json.hpp"
#include "ParameterResolver.h"
+ Include dependency graph for World.h:
+ This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Classes

struct  TileChunk
 Represents a chunk of tiles for rendering. More...
 
class  TilesetManager
 Manages tilesets loaded from Tiled maps. More...
 
struct  TilesetManager::TilesetInfo
 Information about a loaded tileset. More...
 
class  World
 Core ECS manager and world coordinator. More...
 
struct  World::Phase2Result
 
struct  World::Phase2Result::PreloadStats
 
struct  World::InstantiationResult
 
struct  World::InstantiationResult::PassStats
 

Namespaces

namespace  Olympe
 
namespace  Olympe::Tiled
 
namespace  Olympe::Editor
 

Detailed Description

World and ECS Manager for Olympe Engine.

Author
Nicolas Chereau
Date
2025
Version
2.0

This file contains the World class which manages the Entity-Component-System architecture, level loading, and game state. The World is a singleton that coordinates all game entities, components, and systems.

Key responsibilities:

Note
World purpose: Manage the overall game world, including object management, level handling, and ECS architecture.

Definition in file World.h.