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Olympe Engine 2.0
2D Game Engine with ECS Architecture
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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 |
World and ECS Manager for Olympe Engine.
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:
Definition in file World.h.